(svn r12921) -Codechange: coding style fixes and documentation updates.

pull/155/head
rubidium 16 years ago
parent 299b15c2bf
commit 6056d1fb31

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

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