@ -164,7 +164,6 @@ static void ShowHelp()
" -e = Start Editor \n "
" -g [savegame] = Start new/save game immediately \n "
" -G seed = Set random seed \n "
# if defined(ENABLE_NETWORK)
" -n [ip:port#company]= Join network game \n "
" -p password = Password to join server \n "
" -P password = Password to join company \n "
@ -173,7 +172,6 @@ static void ShowHelp()
# if !defined(_WIN32)
" -f = Fork into the background (dedicated only) \n "
# endif
# endif /* ENABLE_NETWORK */
" -I graphics_set = Force the graphics set (see below) \n "
" -S sounds_set = Force the sounds set (see below) \n "
" -M music_set = Force the music set (see below) \n "
@ -300,9 +298,7 @@ static void ShutdownGame()
/* Uninitialize variables that are allocated dynamically */
GamelogReset ( ) ;
# ifdef ENABLE_NETWORK
free ( _config_file ) ;
# endif
LinkGraphSchedule : : Clear ( ) ;
PoolBase : : Clean ( PT_ALL ) ;
@ -447,13 +443,11 @@ struct AfterNewGRFScan : NewGRFScanCallback {
if ( startyear ! = INVALID_YEAR ) _settings_newgame . game_creation . starting_year = startyear ;
if ( generation_seed ! = GENERATE_NEW_SEED ) _settings_newgame . game_creation . generation_seed = generation_seed ;
# if defined(ENABLE_NETWORK)
if ( dedicated_host ! = NULL ) {
_network_bind_list . Clear ( ) ;
* _network_bind_list . Append ( ) = stredup ( dedicated_host ) ;
}
if ( dedicated_port ! = 0 ) _settings_client . network . server_port = dedicated_port ;
# endif /* ENABLE_NETWORK */
/* initialize the ingame console */
IConsoleInit ( ) ;
@ -463,7 +457,6 @@ struct AfterNewGRFScan : NewGRFScanCallback {
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if ( _switch_mode ! = SM_NONE ) MakeNewgameSettingsLive ( ) ;
# ifdef ENABLE_NETWORK
if ( _network_available & & network_conn ! = NULL ) {
const char * port = NULL ;
const char * company = NULL ;
@ -489,7 +482,6 @@ struct AfterNewGRFScan : NewGRFScanCallback {
_switch_mode = SM_NONE ;
NetworkClientConnectGame ( NetworkAddress ( network_conn , rport ) , join_as , join_server_password , join_company_password ) ;
}
# endif /* ENABLE_NETWORK */
/* After the scan we're not used anymore. */
delete this ;
@ -509,7 +501,6 @@ static const OptionData _options[] = {
GETOPT_SHORT_VALUE ( ' s ' ) ,
GETOPT_SHORT_VALUE ( ' v ' ) ,
GETOPT_SHORT_VALUE ( ' b ' ) ,
# if defined(ENABLE_NETWORK)
GETOPT_SHORT_OPTVAL ( ' D ' ) ,
GETOPT_SHORT_OPTVAL ( ' n ' ) ,
GETOPT_SHORT_VALUE ( ' l ' ) ,
@ -518,7 +509,6 @@ static const OptionData _options[] = {
# if !defined(_WIN32)
GETOPT_SHORT_NOVAL ( ' f ' ) ,
# endif
# endif /* ENABLE_NETWORK */
GETOPT_SHORT_VALUE ( ' r ' ) ,
GETOPT_SHORT_VALUE ( ' t ' ) ,
GETOPT_SHORT_OPTVAL ( ' d ' ) ,
@ -551,13 +541,11 @@ int openttd_main(int argc, char *argv[])
/* 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 ;
@ -576,7 +564,6 @@ int openttd_main(int argc, char *argv[])
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 ) ;
@ -611,7 +598,6 @@ int openttd_main(int argc, char *argv[])
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 ' : {
@ -702,14 +688,12 @@ int openttd_main(int argc, char *argv[])
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)
/* We must fork here, or we'll end up without some resources we need (like sockets) */
if ( _dedicated_forks ) DedicatedFork ( ) ;
# endif
# endif
LoadFromConfig ( true ) ;
@ -787,7 +771,6 @@ int openttd_main(int argc, char *argv[])
NetworkStartUp ( ) ; // initialize network-core
# if defined(ENABLE_NETWORK)
if ( debuglog_conn ! = NULL & & _network_available ) {
const char * not_used = NULL ;
const char * port = NULL ;
@ -800,7 +783,6 @@ int openttd_main(int argc, char *argv[])
NetworkStartDebugLog ( NetworkAddress ( debuglog_conn , rport ) ) ;
}
# endif /* ENABLE_NETWORK */
if ( ! HandleBootstrap ( ) ) {
ShutdownGame ( ) ;
@ -903,12 +885,10 @@ exit_normal:
delete scanner ;
# ifdef ENABLE_NETWORK
extern FILE * _log_fd ;
if ( _log_fd ! = NULL ) {
fclose ( _log_fd ) ;
}
# endif /* ENABLE_NETWORK */
return ret ;
}
@ -957,13 +937,11 @@ static void MakeNewGameDone()
InitializeRailGUI ( ) ;
# ifdef ENABLE_NETWORK
/* We are the server, we start a new company (not dedicated),
* so set the default password * if * needed . */
if ( _network_server & & ! StrEmpty ( _settings_client . network . default_company_pass ) ) {
NetworkChangeCompanyPassword ( _local_company , _settings_client . network . default_company_pass ) ;
}
# endif /* ENABLE_NETWORK */
if ( _settings_client . gui . pause_on_newgame ) DoCommandP ( 0 , PM_PAUSED_NORMAL , 1 , CMD_PAUSE ) ;
@ -1019,7 +997,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
case SL_OK : return true ;
case SL_REINIT :
# ifdef ENABLE_NETWORK
if ( _network_dedicated ) {
/*
* We need to reinit a network map . . .
@ -1035,7 +1012,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
/* We can't load the intro game as server, so disconnect first. */
NetworkDisconnect ( ) ;
}
# endif /* ENABLE_NETWORK */
switch ( ogm ) {
default :
@ -1052,7 +1028,6 @@ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft,
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 */
@ -1081,7 +1056,7 @@ void SwitchToMode(SwitchMode new_mode)
}
}
}
# endif /* ENABLE_NETWORK */
/* Make sure all AI controllers are gone at quitting game */
if ( new_mode ! = SM_SAVE_GAME ) AI : : KillAll ( ) ;
@ -1092,11 +1067,9 @@ void SwitchToMode(SwitchMode new_mode)
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 ;
@ -1119,21 +1092,17 @@ void SwitchToMode(SwitchMode new_mode)
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 ;
@ -1451,10 +1420,8 @@ static void DoAutosave()
void GameLoop ( )
{
if ( _game_mode = = GM_BOOTSTRAP ) {
# ifdef ENABLE_NETWORK
/* Check for UDP stuff */
if ( _network_available ) NetworkBackgroundLoop ( ) ;
# endif
InputLoop ( ) ;
return ;
}
@ -1477,7 +1444,6 @@ void GameLoop()
IncreaseSpriteLRU ( ) ;
InteractiveRandom ( ) ;
# ifdef ENABLE_NETWORK
/* Check for UDP stuff */
if ( _network_available ) NetworkBackgroundLoop ( ) ;
@ -1493,9 +1459,6 @@ void GameLoop()
/* Singleplayer */
StateGameLoop ( ) ;
}
# else
StateGameLoop ( ) ;
# endif /* ENABLE_NETWORK */
if ( ! _pause_mode & & HasBit ( _display_opt , DO_FULL_ANIMATION ) ) DoPaletteAnimations ( ) ;