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This switch has been a pain for years. Often disabling broke compilation, as no developer compiles OpenTTD without, neither do any of our official binaries. Additionaly, it has grown so hugely in our codebase, that it clearly shows that the current solution was a poor one. 350+ instances of "#ifdef ENABLE_NETWORK" were in the code, of which only ~30 in the networking code itself. The rest were all around the code to do the right thing, from GUI to NewGRF. A more proper solution would be to stub all the functions, and make sure the rest of the code can simply assume network is available. This was also partially done, and most variables were correct if networking was disabled. Despite that, often the #ifdefs were still used. With the recent removal of DOS, there is also no platform anymore which we support where networking isn't working out-of-the-box. All in all, it is time to remove the ENABLE_NETWORK switch. No replacement is planned, but if you feel we really need this option, we welcome any Pull Request which implements this in a way that doesn't crawl through the code like this diff shows we used to.
128 lines
3.1 KiB
C++
128 lines
3.1 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file misc.cpp Misc functions that shouldn't be here. */
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#include "stdafx.h"
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#include "landscape.h"
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#include "news_func.h"
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#include "ai/ai.hpp"
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#include "ai/ai_gui.hpp"
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#include "newgrf.h"
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#include "newgrf_house.h"
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#include "economy_func.h"
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#include "date_func.h"
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#include "texteff.hpp"
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#include "gfx_func.h"
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#include "gamelog.h"
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#include "animated_tile_func.h"
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#include "tilehighlight_func.h"
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#include "network/network_func.h"
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#include "window_func.h"
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#include "core/pool_type.hpp"
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#include "game/game.hpp"
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#include "linkgraph/linkgraphschedule.h"
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#include "station_kdtree.h"
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#include "town_kdtree.h"
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#include "viewport_kdtree.h"
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#include "safeguards.h"
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extern TileIndex _cur_tileloop_tile;
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extern void MakeNewgameSettingsLive();
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void InitializeSound();
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void InitializeMusic();
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void InitializeVehicles();
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void InitializeRailGui();
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void InitializeRoadGui();
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void InitializeAirportGui();
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void InitializeDockGui();
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void InitializeGraphGui();
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void InitializeObjectGui();
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void InitializeIndustries();
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void InitializeObjects();
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void InitializeTrees();
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void InitializeCompanies();
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void InitializeCheats();
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void InitializeNPF();
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void InitializeOldNames();
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void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settings)
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{
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/* Make sure there isn't any window that can influence anything
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* related to the new game we're about to start/load. */
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UnInitWindowSystem();
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AllocateMap(size_x, size_y);
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_pause_mode = PM_UNPAUSED;
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_fast_forward = 0;
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_tick_counter = 0;
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_cur_tileloop_tile = 1;
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_thd.redsq = INVALID_TILE;
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if (reset_settings) MakeNewgameSettingsLive();
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if (reset_date) {
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SetDate(ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1), 0);
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InitializeOldNames();
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}
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LinkGraphSchedule::Clear();
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PoolBase::Clean(PT_NORMAL);
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RebuildStationKdtree();
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RebuildTownKdtree();
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RebuildViewportKdtree();
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ResetPersistentNewGRFData();
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InitializeSound();
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InitializeMusic();
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InitializeVehicles();
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InitNewsItemStructs();
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InitializeLandscape();
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InitializeRailGui();
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InitializeRoadGui();
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InitializeAirportGui();
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InitializeDockGui();
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InitializeGraphGui();
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InitializeObjectGui();
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InitializeAIGui();
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InitializeTrees();
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InitializeIndustries();
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InitializeObjects();
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InitializeBuildingCounts();
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InitializeNPF();
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InitializeCompanies();
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AI::Initialize();
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Game::Initialize();
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InitializeCheats();
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InitTextEffects();
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NetworkInitChatMessage();
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InitializeAnimatedTiles();
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InitializeEconomy();
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ResetObjectToPlace();
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GamelogReset();
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GamelogStartAction(GLAT_START);
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GamelogRevision();
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GamelogMode();
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GamelogGRFAddList(_grfconfig);
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GamelogStopAction();
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}
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