# openttd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013
    00014 #include "blitter/factory.hpp"
    00015 #include "sound/sound_driver.hpp"
    00016 #include "music/music_driver.hpp"
    00017 #include "video/video_driver.hpp"
    00018
    00019 #include "fontcache.h"
    00020 #include "error.h"
    00021 #include "gui.h"
    00022
    00023 #include "base_media_base.h"
    00024 #include "saveload/saveload.h"
    00025 #include "company_func.h"
    00026 #include "command_func.h"
    00027 #include "news_func.h"
    00028 #include "fios.h"
    00029 #include "aircraft.h"
    00030 #include "roadveh.h"
    00031 #include "train.h"
    00032 #include "ship.h"
    00033 #include "console_func.h"
    00034 #include "screenshot.h"
    00035 #include "network/network.h"
    00036 #include "network/network_func.h"
    00037 #include "ai/ai.hpp"
    00038 #include "ai/ai_config.hpp"
    00039 #include "settings_func.h"
    00040 #include "genworld.h"
    00041 #include "progress.h"
    00042 #include "strings_func.h"
    00043 #include "date_func.h"
    00044 #include "vehicle_func.h"
    00045 #include "gamelog.h"
    00046 #include "animated_tile_func.h"
    00047 #include "roadstop_base.h"
    00048 #include "elrail_func.h"
    00049 #include "rev.h"
    00050 #include "highscore.h"
    00051 #include "station_base.h"
    00052 #include "crashlog.h"
    00053 #include "engine_func.h"
    00054 #include "core/random_func.hpp"
    00055 #include "rail_gui.h"
    00056 #include "core/backup_type.hpp"
    00057 #include "hotkeys.h"
    00058 #include "newgrf.h"
    00059 #include "misc/getoptdata.h"
    00060 #include "game/game.hpp"
    00061 #include "game/game_config.hpp"
    00062 #include "town.h"
    00063 #include "subsidy_func.h"
    00064
    00065
    00066 #include "linkgraph/linkgraphschedule.h"
    00067
    00068 #include <stdarg.h>
    00069
    00070
    00071 void CallLandscapeTick();
    00072 void IncreaseDate();
    00073 void DoPaletteAnimations();
    00074 void MusicLoop();
    00075 void ResetMusic();
    00076 void CallWindowTickEvent();
    00077 bool HandleBootstrap();
    00078
    00079 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00080 extern void ShowOSErrorBox(const char *buf, bool system);
    00081 extern char *_config_file;
    00082
    00088 void CDECL usererror(const char *s, ...)
    00089 {
    00090   va_list va;
    00091   char buf[512];
    00092
    00093   va_start(va, s);
    00094   vsnprintf(buf, lengthof(buf), s, va);
    00095   va_end(va);
    00096
    00097   ShowOSErrorBox(buf, false);
    00098   if (_video_driver != NULL) _video_driver->Stop();
    00099
    00100   exit(1);
    00101 }
    00102
    00108 void CDECL error(const char *s, ...)
    00109 {
    00110   va_list va;
    00111   char buf[512];
    00112
    00113   va_start(va, s);
    00114   vsnprintf(buf, lengthof(buf), s, va);
    00115   va_end(va);
    00116
    00117   ShowOSErrorBox(buf, true);
    00118
    00119   /* Set the error message for the crash log and then invoke it. */
    00120   CrashLog::SetErrorMessage(buf);
    00121   abort();
    00122 }
    00123
    00128 void CDECL ShowInfoF(const char *str, ...)
    00129 {
    00130   va_list va;
    00131   char buf[1024];
    00132   va_start(va, str);
    00133   vsnprintf(buf, lengthof(buf), str, va);
    00134   va_end(va);
    00135   ShowInfo(buf);
    00136 }
    00137
    00141 static void ShowHelp()
    00142 {
    00143   char buf[8192];
    00144   char *p = buf;
    00145
    00146   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00147   p = strecpy(p,
    00148     "\n"
    00149     "\n"
    00150     "Command line options:\n"
    00151     "  -v drv              = Set video driver (see below)\n"
    00152     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00153     "  -m drv              = Set music driver (see below)\n"
    00154     "  -b drv              = Set the blitter to use (see below)\n"
    00155     "  -r res              = Set resolution (for instance 800x600)\n"
    00156     "  -h                  = Display this help text\n"
    00157     "  -t year             = Set starting year\n"
    00158     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00159     "  -e                  = Start Editor\n"
    00160     "  -g [savegame]       = Start new/save game immediately\n"
    00161     "  -G seed             = Set random seed\n"
    00162 #if defined(ENABLE_NETWORK)
    00163     "  -n [ip:port#company]= Join network game\n"
    00164     "  -p password         = Password to join server\n"
    00165     "  -P password         = Password to join company\n"
    00166     "  -D [ip][:port]      = Start dedicated server\n"
    00167     "  -l ip[:port]        = Redirect DEBUG()\n"
    00168 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00169     "  -f                  = Fork into the background (dedicated only)\n"
    00170 #endif
    00171 #endif /* ENABLE_NETWORK */
    00172     "  -I graphics_set     = Force the graphics set (see below)\n"
    00173     "  -S sounds_set       = Force the sounds set (see below)\n"
    00174     "  -M music_set        = Force the music set (see below)\n"
    00175     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00176     "  -x                  = Do not automatically save to config file on exit\n"
    00177     "  -q savegame         = Write some information about the savegame and exit\n"
    00178     "\n",
    00179     lastof(buf)
    00180   );
    00181
    00182   /* List the graphics packs */
    00183   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00184
    00185   /* List the sounds packs */
    00186   p = BaseSounds::GetSetsList(p, lastof(buf));
    00187
    00188   /* List the music packs */
    00189   p = BaseMusic::GetSetsList(p, lastof(buf));
    00190
    00191   /* List the drivers */
    00192   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00193
    00194   /* List the blitters */
    00195   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00196
    00197   /* List the debug facilities. */
    00198   p = DumpDebugFacilityNames(p, lastof(buf));
    00199
    00200   /* We need to initialize the AI, so it finds the AIs */
    00201   AI::Initialize();
    00202   p = AI::GetConsoleList(p, lastof(buf), true);
    00203   AI::Uninitialize(true);
    00204
    00205   /* We need to initialize the GameScript, so it finds the GSs */
    00206   Game::Initialize();
    00207   p = Game::GetConsoleList(p, lastof(buf), true);
    00208   Game::Uninitialize(true);
    00209
    00210   /* ShowInfo put output to stderr, but version information should go
    00211    * to stdout; this is the only exception */
    00212 #if !defined(WIN32) && !defined(WIN64)
    00213   printf("%s\n", buf);
    00214 #else
    00215   ShowInfo(buf);
    00216 #endif
    00217 }
    00218
    00219 static void WriteSavegameInfo(const char *name)
    00220 {
    00221   extern uint16 _sl_version;
    00222   uint32 last_ottd_rev = 0;
    00223   byte ever_modified = 0;
    00224   bool removed_newgrfs = false;
    00225
    00226   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
    00227
    00228   char buf[8192];
    00229   char *p = buf;
    00230   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
    00231   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
    00232   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
    00233   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
    00234
    00235   if (removed_newgrfs) {
    00236     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
    00237   }
    00238
    00239   p = strecpy(p, "NewGRFs:\n", lastof(buf));
    00240   if (_load_check_data.HasNewGrfs()) {
    00241     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
    00242       char md5sum[33];
    00243       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
    00244       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
    00245     }
    00246   }
    00247
    00248   /* ShowInfo put output to stderr, but version information should go
    00249    * to stdout; this is the only exception */
    00250 #if !defined(WIN32) && !defined(WIN64)
    00251   printf("%s\n", buf);
    00252 #else
    00253   ShowInfo(buf);
    00254 #endif
    00255 }
    00256
    00257
    00264 static void ParseResolution(Dimension *res, const char *s)
    00265 {
    00266   const char *t = strchr(s, 'x');
    00267   if (t == NULL) {
    00268     ShowInfoF("Invalid resolution '%s'", s);
    00269     return;
    00270   }
    00271
    00272   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00273   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00274 }
    00275
    00276
    00281 static void ShutdownGame()
    00282 {
    00283   IConsoleFree();
    00284
    00285   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00286
    00287   DriverFactoryBase::ShutdownDrivers();
    00288
    00289   UnInitWindowSystem();
    00290
    00291   /* stop the scripts */
    00292   AI::Uninitialize(false);
    00293   Game::Uninitialize(false);
    00294
    00295   /* Uninitialize variables that are allocated dynamically */
    00296   GamelogReset();
    00297
    00298 #ifdef ENABLE_NETWORK
    00299   free(_config_file);
    00300 #endif
    00301
    00302   LinkGraphSchedule::Clear();
    00303   PoolBase::Clean(PT_ALL);
    00304
    00305   /* No NewGRFs were loaded when it was still bootstrapping. */
    00306   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00307
    00308   /* Close all and any open filehandles */
    00309   FioCloseAll();
    00310
    00311   UninitFreeType();
    00312 }
    00313
    00318 static void LoadIntroGame(bool load_newgrfs = true)
    00319 {
    00320   _game_mode = GM_MENU;
    00321
    00322   if (load_newgrfs) ResetGRFConfig(false);
    00323
    00324   /* Setup main window */
    00325   ResetWindowSystem();
    00326   SetupColoursAndInitialWindow();
    00327
    00328   /* Load the default opening screen savegame */
    00329   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00330     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00331     WaitTillGeneratedWorld();
    00332     SetLocalCompany(COMPANY_SPECTATOR);
    00333   } else {
    00334     SetLocalCompany(COMPANY_FIRST);
    00335   }
    00336
    00337   _pause_mode = PM_UNPAUSED;
    00338   _cursor.fix_at = false;
    00339
    00340   if (load_newgrfs) CheckForMissingSprites();
    00341   CheckForMissingGlyphs();
    00342
    00343   /* Play main theme */
    00344   if (_music_driver->IsSongPlaying()) ResetMusic();
    00345 }
    00346
    00347 void MakeNewgameSettingsLive()
    00348 {
    00349   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00350     if (_settings_game.ai_config[c] != NULL) {
    00351       delete _settings_game.ai_config[c];
    00352     }
    00353   }
    00354   if (_settings_game.game_config != NULL) {
    00355     delete _settings_game.game_config;
    00356   }
    00357
    00358   /* Copy newgame settings to active settings.
    00359    * Also initialise old settings needed for savegame conversion. */
    00360   _settings_game = _settings_newgame;
    00361   _old_vds = _settings_client.company.vehicle;
    00362
    00363   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00364     _settings_game.ai_config[c] = NULL;
    00365     if (_settings_newgame.ai_config[c] != NULL) {
    00366       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00367     }
    00368   }
    00369   _settings_game.game_config = NULL;
    00370   if (_settings_newgame.game_config != NULL) {
    00371     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00372   }
    00373 }
    00374
    00375 void OpenBrowser(const char *url)
    00376 {
    00377   /* Make sure we only accept urls that are sure to open a browser. */
    00378   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00379
    00380   extern void OSOpenBrowser(const char *url);
    00381   OSOpenBrowser(url);
    00382 }
    00383
    00385 struct AfterNewGRFScan : NewGRFScanCallback {
    00386   Year startyear;
    00387   uint generation_seed;
    00388   char *dedicated_host;
    00389   uint16 dedicated_port;
    00390   char *network_conn;
    00391   const char *join_server_password;
    00392   const char *join_company_password;
    00393   bool *save_config_ptr;
    00394   bool save_config;
    00395
    00401   AfterNewGRFScan(bool *save_config_ptr) :
    00402       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00403       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00404       join_server_password(NULL), join_company_password(NULL),
    00405       save_config_ptr(save_config_ptr), save_config(true)
    00406   {
    00407   }
    00408
    00409   virtual void OnNewGRFsScanned()
    00410   {
    00411     ResetGRFConfig(false);
    00412
    00413     TarScanner::DoScan(TarScanner::SCENARIO);
    00414
    00415     AI::Initialize();
    00416     Game::Initialize();
    00417
    00418     /* We want the new (correct) NewGRF count to survive the loading. */
    00419     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00420     LoadFromConfig();
    00421     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00422     /* Since the default for the palette might have changed due to
    00423      * reading the configuration file, recalculate that now. */
    00424     UpdateNewGRFConfigPalette();
    00425
    00426     Game::Uninitialize(true);
    00427     AI::Uninitialize(true);
    00428     CheckConfig();
    00429     LoadFromHighScore();
    00430     LoadHotkeysFromConfig();
    00431
    00432     /* We have loaded the config, so we may possibly save it. */
    00433     *save_config_ptr = save_config;
    00434
    00435     /* restore saved music volume */
    00436     _music_driver->SetVolume(_settings_client.music.music_vol);
    00437
    00438     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00439     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00440
    00441 #if defined(ENABLE_NETWORK)
    00442     if (dedicated_host != NULL) {
    00443       _network_bind_list.Clear();
    00444       *_network_bind_list.Append() = strdup(dedicated_host);
    00445     }
    00446     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00447 #endif /* ENABLE_NETWORK */
    00448
    00449     /* initialize the ingame console */
    00450     IConsoleInit();
    00451     InitializeGUI();
    00452     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00453
    00454     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00455     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00456
    00457 #ifdef ENABLE_NETWORK
    00458     if (_network_available && network_conn != NULL) {
    00459       const char *port = NULL;
    00460       const char *company = NULL;
    00461       uint16 rport = NETWORK_DEFAULT_PORT;
    00462       CompanyID join_as = COMPANY_NEW_COMPANY;
    00463
    00464       ParseConnectionString(&company, &port, network_conn);
    00465
    00466       if (company != NULL) {
    00467         join_as = (CompanyID)atoi(company);
    00468
    00469         if (join_as != COMPANY_SPECTATOR) {
    00470           join_as--;
    00471           if (join_as >= MAX_COMPANIES) {
    00472             delete this;
    00473             return;
    00474           }
    00475         }
    00476       }
    00477       if (port != NULL) rport = atoi(port);
    00478
    00479       LoadIntroGame();
    00480       _switch_mode = SM_NONE;
    00481       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00482     }
    00483 #endif /* ENABLE_NETWORK */
    00484
    00485     /* After the scan we're not used anymore. */
    00486     delete this;
    00487   }
    00488 };
    00489
    00490 #if defined(UNIX) && !defined(__MORPHOS__)
    00491 extern void DedicatedFork();
    00492 #endif
    00493
    00495 static const OptionData _options[] = {
    00496    GETOPT_SHORT_VALUE('I'),
    00497    GETOPT_SHORT_VALUE('S'),
    00498    GETOPT_SHORT_VALUE('M'),
    00499    GETOPT_SHORT_VALUE('m'),
    00500    GETOPT_SHORT_VALUE('s'),
    00501    GETOPT_SHORT_VALUE('v'),
    00502    GETOPT_SHORT_VALUE('b'),
    00503 #if defined(ENABLE_NETWORK)
    00504   GETOPT_SHORT_OPTVAL('D'),
    00505   GETOPT_SHORT_OPTVAL('n'),
    00506    GETOPT_SHORT_VALUE('l'),
    00507    GETOPT_SHORT_VALUE('p'),
    00508    GETOPT_SHORT_VALUE('P'),
    00509 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00510    GETOPT_SHORT_NOVAL('f'),
    00511 #endif
    00512 #endif /* ENABLE_NETWORK */
    00513    GETOPT_SHORT_VALUE('r'),
    00514    GETOPT_SHORT_VALUE('t'),
    00515   GETOPT_SHORT_OPTVAL('d'),
    00516    GETOPT_SHORT_NOVAL('e'),
    00517   GETOPT_SHORT_OPTVAL('g'),
    00518    GETOPT_SHORT_VALUE('G'),
    00519    GETOPT_SHORT_VALUE('c'),
    00520    GETOPT_SHORT_NOVAL('x'),
    00521    GETOPT_SHORT_VALUE('q'),
    00522    GETOPT_SHORT_NOVAL('h'),
    00523   GETOPT_END()
    00524 };
    00525
    00526
    00527 int ttd_main(int argc, char *argv[])
    00528 {
    00529   char *musicdriver = NULL;
    00530   char *sounddriver = NULL;
    00531   char *videodriver = NULL;
    00532   char *blitter = NULL;
    00533   char *graphics_set = NULL;
    00534   char *sounds_set = NULL;
    00535   char *music_set = NULL;
    00536   Dimension resolution = {0, 0};
    00537   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00538   bool save_config = false;
    00539   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00540 #if defined(ENABLE_NETWORK)
    00541   bool dedicated = false;
    00542   char *debuglog_conn = NULL;
    00543
    00544   extern bool _dedicated_forks;
    00545   _dedicated_forks = false;
    00546 #endif /* ENABLE_NETWORK */
    00547
    00548   _game_mode = GM_MENU;
    00549   _switch_mode = SM_MENU;
    00550   _config_file = NULL;
    00551
    00552   GetOptData mgo(argc - 1, argv + 1, _options);
    00553
    00554   int i;
    00555   while ((i = mgo.GetOpt()) != -1) {
    00556     switch (i) {
    00557     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00558     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00559     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00560     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00561     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00562     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00563     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00564 #if defined(ENABLE_NETWORK)
    00565     case 'D':
    00566       free(musicdriver);
    00567       free(sounddriver);
    00568       free(videodriver);
    00569       free(blitter);
    00570       musicdriver = strdup("null");
    00571       sounddriver = strdup("null");
    00572       videodriver = strdup("dedicated");
    00573       blitter = strdup("null");
    00574       dedicated = true;
    00575       SetDebugString("net=6");
    00576       if (mgo.opt != NULL) {
    00577         /* Use the existing method for parsing (openttd -n).
    00578          * However, we do ignore the #company part. */
    00579         const char *temp = NULL;
    00580         const char *port = NULL;
    00581         ParseConnectionString(&temp, &port, mgo.opt);
    00582         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00583         if (port != NULL) scanner->dedicated_port = atoi(port);
    00584       }
    00585       break;
    00586     case 'f': _dedicated_forks = true; break;
    00587     case 'n':
    00588       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00589       break;
    00590     case 'l':
    00591       debuglog_conn = mgo.opt;
    00592       break;
    00593     case 'p':
    00594       scanner->join_server_password = mgo.opt;
    00595       break;
    00596     case 'P':
    00597       scanner->join_company_password = mgo.opt;
    00598       break;
    00599 #endif /* ENABLE_NETWORK */
    00600     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00601     case 't': scanner->startyear = atoi(mgo.opt); break;
    00602     case 'd': {
    00603 #if defined(WIN32)
    00604         CreateConsole();
    00605 #endif
    00606         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00607         break;
    00608       }
    00609     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00610     case 'g':
    00611       if (mgo.opt != NULL) {
    00612         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00613         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00614         _file_to_saveload.mode = SL_LOAD;
    00615
    00616         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00617         const char *t = strrchr(_file_to_saveload.name, '.');
    00618         if (t != NULL) {
    00619           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00620           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00621         }
    00622
    00623         break;
    00624       }
    00625
    00626       _switch_mode = SM_NEWGAME;
    00627       /* Give a random map if no seed has been given */
    00628       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00629         scanner->generation_seed = InteractiveRandom();
    00630       }
    00631       break;
    00632     case 'q': {
    00633       DeterminePaths(argv[0]);
    00634       if (StrEmpty(mgo.opt)) return 1;
    00635       char title[80];
    00636       title[0] = '\0';
    00637       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00638
    00639       _load_check_data.Clear();
    00640       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00641       if (res != SL_OK || _load_check_data.HasErrors()) {
    00642         fprintf(stderr, "Failed to open savegame\n");
    00643         if (_load_check_data.HasErrors()) {
    00644           char buf[256];
    00645           SetDParamStr(0, _load_check_data.error_data);
    00646           GetString(buf, _load_check_data.error, lastof(buf));
    00647           fprintf(stderr, "%s\n", buf);
    00648         }
    00649         return 1;
    00650       }
    00651
    00652       WriteSavegameInfo(title);
    00653
    00654       return 0;
    00655     }
    00656     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00657     case 'c': _config_file = strdup(mgo.opt); break;
    00658     case 'x': scanner->save_config = false; break;
    00659     case 'h':
    00660       i = -2; // Force printing of help.
    00661       break;
    00662     }
    00663     if (i == -2) break;
    00664   }
    00665
    00666   if (i == -2 || mgo.numleft > 0) {
    00667     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00668      * In all cases, print the help, and exit.
    00669      *
    00670      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00671      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00672     DeterminePaths(argv[0]);
    00673     TarScanner::DoScan(TarScanner::BASESET);
    00674     BaseGraphics::FindSets();
    00675     BaseSounds::FindSets();
    00676     BaseMusic::FindSets();
    00677     ShowHelp();
    00678     delete scanner;
    00679     return 0;
    00680   }
    00681
    00682 #if defined(WINCE) && defined(_DEBUG)
    00683   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00684   SetDebugString("4");
    00685 #endif
    00686
    00687   DeterminePaths(argv[0]);
    00688   TarScanner::DoScan(TarScanner::BASESET);
    00689
    00690 #if defined(ENABLE_NETWORK)
    00691   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00692   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00693
    00694 #if defined(UNIX) && !defined(__MORPHOS__)
    00695   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00696   if (_dedicated_forks) DedicatedFork();
    00697 #endif
    00698 #endif
    00699
    00700   LoadFromConfig(true);
    00701
    00702   if (resolution.width != 0) _cur_resolution = resolution;
    00703
    00704   /*
    00705    * The width and height must be at least 1 pixel and width times
    00706    * height times bytes per pixel must still fit within a 32 bits
    00707    * integer, even for 32 bpp video modes. This way all internal
    00708    * drawing routines work correctly.
    00709    */
    00710   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00711   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00712
    00713   /* Assume the cursor starts within the game as not all video drivers
    00714    * get an event that the cursor is within the window when it is opened.
    00715    * Saying the cursor is there makes no visible difference as it would
    00716    * just be out of the bounds of the window. */
    00717   _cursor.in_window = true;
    00718
    00719   /* enumerate language files */
    00720   InitializeLanguagePacks();
    00721
    00722   /* Initialize the regular font for FreeType */
    00723   InitFreeType(false);
    00724
    00725   /* This must be done early, since functions use the SetWindowDirty* calls */
    00726   InitWindowSystem();
    00727
    00728   BaseGraphics::FindSets();
    00729   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00730   if (!BaseGraphics::SetSet(graphics_set)) {
    00731     if (!StrEmpty(graphics_set)) {
    00732       BaseGraphics::SetSet(NULL);
    00733
    00734       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
    00735       msg.SetDParamStr(0, graphics_set);
    00736       ScheduleErrorMessage(msg);
    00737     }
    00738   }
    00739   free(graphics_set);
    00740
    00741   /* Initialize game palette */
    00742   GfxInitPalettes();
    00743
    00744   DEBUG(misc, 1, "Loading blitter...");
    00745   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00746   _blitter_autodetected = StrEmpty(blitter);
    00747   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00748   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00749     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00750       StrEmpty(blitter) ?
    00751         usererror("Failed to autoprobe blitter") :
    00752         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00753     }
    00754   }
    00755   free(blitter);
    00756
    00757   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00758   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00759   if (_video_driver == NULL) {
    00760     StrEmpty(videodriver) ?
    00761       usererror("Failed to autoprobe video driver") :
    00762       usererror("Failed to select requested video driver '%s'", videodriver);
    00763   }
    00764   free(videodriver);
    00765
    00766   /* Initialize the zoom level of the screen to normal */
    00767   _screen.zoom = ZOOM_LVL_NORMAL;
    00768
    00769   NetworkStartUp(); // initialize network-core
    00770
    00771 #if defined(ENABLE_NETWORK)
    00772   if (debuglog_conn != NULL && _network_available) {
    00773     const char *not_used = NULL;
    00774     const char *port = NULL;
    00775     uint16 rport;
    00776
    00777     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00778
    00779     ParseConnectionString(&not_used, &port, debuglog_conn);
    00780     if (port != NULL) rport = atoi(port);
    00781
    00782     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00783   }
    00784 #endif /* ENABLE_NETWORK */
    00785
    00786   if (!HandleBootstrap()) goto exit;
    00787
    00788   _video_driver->ClaimMousePointer();
    00789
    00790   /* initialize screenshot formats */
    00791   InitializeScreenshotFormats();
    00792
    00793   BaseSounds::FindSets();
    00794   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00795   if (!BaseSounds::SetSet(sounds_set)) {
    00796     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
    00797       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
    00798     } else {
    00799       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
    00800       msg.SetDParamStr(0, sounds_set);
    00801       ScheduleErrorMessage(msg);
    00802     }
    00803   }
    00804   free(sounds_set);
    00805
    00806   BaseMusic::FindSets();
    00807   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00808   if (!BaseMusic::SetSet(music_set)) {
    00809     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
    00810       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
    00811     } else {
    00812       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
    00813       msg.SetDParamStr(0, music_set);
    00814       ScheduleErrorMessage(msg);
    00815     }
    00816   }
    00817   free(music_set);
    00818
    00819   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00820   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00821   if (_sound_driver == NULL) {
    00822     StrEmpty(sounddriver) ?
    00823       usererror("Failed to autoprobe sound driver") :
    00824       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00825   }
    00826   free(sounddriver);
    00827
    00828   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00829   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00830   if (_music_driver == NULL) {
    00831     StrEmpty(musicdriver) ?
    00832       usererror("Failed to autoprobe music driver") :
    00833       usererror("Failed to select requested music driver '%s'", musicdriver);
    00834   }
    00835   free(musicdriver);
    00836
    00837   /* Take our initial lock on whatever we might want to do! */
    00838   _modal_progress_paint_mutex->BeginCritical();
    00839   _modal_progress_work_mutex->BeginCritical();
    00840
    00841   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00842   WaitTillGeneratedWorld();
    00843
    00844   LoadIntroGame(false);
    00845
    00846   CheckForMissingGlyphs();
    00847
    00848   ScanNewGRFFiles(scanner);
    00849
    00850   _video_driver->MainLoop();
    00851
    00852   WaitTillSaved();
    00853
    00854   /* only save config if we have to */
    00855   if (save_config) {
    00856     SaveToConfig();
    00857     SaveHotkeysToConfig();
    00858     SaveToHighScore();
    00859   }
    00860
    00861 exit:
    00862   /* Reset windowing system, stop drivers, free used memory, ... */
    00863   ShutdownGame();
    00864
    00865   free(BaseGraphics::ini_set);
    00866   free(BaseSounds::ini_set);
    00867   free(BaseMusic::ini_set);
    00868   free(_ini_musicdriver);
    00869   free(_ini_sounddriver);
    00870   free(_ini_videodriver);
    00871   free(_ini_blitter);
    00872
    00873   return 0;
    00874 }
    00875
    00876 void HandleExitGameRequest()
    00877 {
    00878   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00879     _exit_game = true;
    00880   } else if (_settings_client.gui.autosave_on_exit) {
    00881     DoExitSave();
    00882     _exit_game = true;
    00883   } else {
    00884     AskExitGame();
    00885   }
    00886 }
    00887
    00888 static void MakeNewGameDone()
    00889 {
    00890   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00891
    00892   /* In a dedicated server, the server does not play */
    00893   if (!_video_driver->HasGUI()) {
    00894     SetLocalCompany(COMPANY_SPECTATOR);
    00895     if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00896     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00897     return;
    00898   }
    00899
    00900   /* Create a single company */
    00901   DoStartupNewCompany(false);
    00902
    00903   Company *c = Company::Get(COMPANY_FIRST);
    00904   c->settings = _settings_client.company;
    00905
    00906   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00907
    00908   SetLocalCompany(COMPANY_FIRST);
    00909
    00910   InitializeRailGUI();
    00911
    00912 #ifdef ENABLE_NETWORK
    00913   /* We are the server, we start a new company (not dedicated),
    00914    * so set the default password *if* needed. */
    00915   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00916     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00917   }
    00918 #endif /* ENABLE_NETWORK */
    00919
    00920   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00921
    00922   MarkWholeScreenDirty();
    00923 }
    00924
    00925 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00926 {
    00927   _game_mode = GM_NORMAL;
    00928
    00929   ResetGRFConfig(true);
    00930
    00931   GenerateWorldSetCallback(&MakeNewGameDone);
    00932   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00933 }
    00934
    00935 static void MakeNewEditorWorldDone()
    00936 {
    00937   SetLocalCompany(OWNER_NONE);
    00938 }
    00939
    00940 static void MakeNewEditorWorld()
    00941 {
    00942   _game_mode = GM_EDITOR;
    00943
    00944   ResetGRFConfig(true);
    00945
    00946   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00947   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00948 }
    00949
    00960 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00961 {
    00962   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00963   GameMode ogm = _game_mode;
    00964
    00965   _game_mode = newgm;
    00966
    00967   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00968     case SL_OK: return true;
    00969
    00970     case SL_REINIT:
    00971 #ifdef ENABLE_NETWORK
    00972       if (_network_dedicated) {
    00973         /*
    00974          * We need to reinit a network map...
    00975          * We can't simply load the intro game here as that game has many
    00976          * special cases which make clients desync immediately. So we fall
    00977          * back to just generating a new game with the current settings.
    00978          */
    00979         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00980         MakeNewGame(false, true);
    00981         return false;
    00982       }
    00983       if (_network_server) {
    00984         /* We can't load the intro game as server, so disconnect first. */
    00985         NetworkDisconnect();
    00986       }
    00987 #endif /* ENABLE_NETWORK */
    00988
    00989       switch (ogm) {
    00990         default:
    00991         case GM_MENU:   LoadIntroGame();      break;
    00992         case GM_EDITOR: MakeNewEditorWorld(); break;
    00993       }
    00994       return false;
    00995
    00996     default:
    00997       _game_mode = ogm;
    00998       return false;
    00999   }
    01000 }
    01001
    01002 void SwitchToMode(SwitchMode new_mode)
    01003 {
    01004 #ifdef ENABLE_NETWORK
    01005   /* If we are saving something, the network stays in his current state */
    01006   if (new_mode != SM_SAVE_GAME) {
    01007     /* If the network is active, make it not-active */
    01008     if (_networking) {
    01009       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01010         NetworkReboot();
    01011       } else {
    01012         NetworkDisconnect();
    01013       }
    01014     }
    01015
    01016     /* If we are a server, we restart the server */
    01017     if (_is_network_server) {
    01018       /* But not if we are going to the menu */
    01019       if (new_mode != SM_MENU) {
    01020         /* check if we should reload the config */
    01021         if (_settings_client.network.reload_cfg) {
    01022           LoadFromConfig();
    01023           MakeNewgameSettingsLive();
    01024           ResetGRFConfig(false);
    01025         }
    01026         NetworkServerStart();
    01027       } else {
    01028         /* This client no longer wants to be a network-server */
    01029         _is_network_server = false;
    01030       }
    01031     }
    01032   }
    01033 #endif /* ENABLE_NETWORK */
    01034   /* Make sure all AI controllers are gone at quitting game */
    01035   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01036
    01037   switch (new_mode) {
    01038     case SM_EDITOR: // Switch to scenario editor
    01039       MakeNewEditorWorld();
    01040       break;
    01041
    01042     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01043     case SM_NEWGAME: // New Game --> 'Random game'
    01044 #ifdef ENABLE_NETWORK
    01045       if (_network_server) {
    01046         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01047       }
    01048 #endif /* ENABLE_NETWORK */
    01049       MakeNewGame(false, new_mode == SM_NEWGAME);
    01050       break;
    01051
    01052     case SM_LOAD_GAME: { // Load game, Play Scenario
    01053       ResetGRFConfig(true);
    01054       ResetWindowSystem();
    01055
    01056       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01057         SetDParamStr(0, GetSaveLoadErrorString());
    01058         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01059       } else {
    01060         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01061           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
    01062           EngineOverrideManager::ResetToCurrentNewGRFConfig();
    01063         }
    01064         /* Update the local company for a loaded game. It is either always
    01065          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01066         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01067         /* Execute the game-start script */
    01068         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01069         /* Decrease pause counter (was increased from opening load dialog) */
    01070         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01071 #ifdef ENABLE_NETWORK
    01072         if (_network_server) {
    01073           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01074         }
    01075 #endif /* ENABLE_NETWORK */
    01076       }
    01077       break;
    01078     }
    01079
    01080     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01081 #ifdef ENABLE_NETWORK
    01082       if (_network_server) {
    01083         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01084       }
    01085 #endif /* ENABLE_NETWORK */
    01086       MakeNewGame(true, true);
    01087       break;
    01088
    01089     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01090       SetLocalCompany(OWNER_NONE);
    01091
    01092       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01093       MarkWholeScreenDirty();
    01094       break;
    01095
    01096     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01097       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01098         SetLocalCompany(OWNER_NONE);
    01099         _settings_newgame.game_creation.starting_year = _cur_year;
    01100         /* Cancel the saveload pausing */
    01101         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01102       } else {
    01103         SetDParamStr(0, GetSaveLoadErrorString());
    01104         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01105       }
    01106       break;
    01107     }
    01108
    01109     case SM_MENU: // Switch to game intro menu
    01110       LoadIntroGame();
    01111       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01112         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01113         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01114       }
    01115       break;
    01116
    01117     case SM_SAVE_GAME: // Save game.
    01118       /* Make network saved games on pause compatible to singleplayer */
    01119       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01120         SetDParamStr(0, GetSaveLoadErrorString());
    01121         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01122       } else {
    01123         DeleteWindowById(WC_SAVELOAD, 0);
    01124       }
    01125       break;
    01126
    01127     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01128       MakeHeightmapScreenshot(_file_to_saveload.name);
    01129       DeleteWindowById(WC_SAVELOAD, 0);
    01130       break;
    01131
    01132     case SM_GENRANDLAND: // Generate random land within scenario editor
    01133       SetLocalCompany(OWNER_NONE);
    01134       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01135       /* XXX: set date */
    01136       MarkWholeScreenDirty();
    01137       break;
    01138
    01139     default: NOT_REACHED();
    01140   }
    01141 }
    01142
    01143
    01150 static void CheckCaches()
    01151 {
    01152   /* Return here so it is easy to add checks that are run
    01153    * always to aid testing of caches. */
    01154   if (_debug_desync_level <= 1) return;
    01155
    01156   /* Check the town caches. */
    01157   SmallVector<TownCache, 4> old_town_caches;
    01158   Town *t;
    01159   FOR_ALL_TOWNS(t) {
    01160     MemCpyT(old_town_caches.Append(), &t->cache);
    01161   }
    01162
    01163   extern void RebuildTownCaches();
    01164   RebuildTownCaches();
    01165   RebuildSubsidisedSourceAndDestinationCache();
    01166
    01167   uint i = 0;
    01168   FOR_ALL_TOWNS(t) {
    01169     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
    01170       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
    01171     }
    01172     i++;
    01173   }
    01174
    01175   /* Check company infrastructure cache. */
    01176   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01177   Company *c;
    01178   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01179
    01180   extern void AfterLoadCompanyStats();
    01181   AfterLoadCompanyStats();
    01182
    01183   i = 0;
    01184   FOR_ALL_COMPANIES(c) {
    01185     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01186       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01187     }
    01188     i++;
    01189   }
    01190
    01191   /* Strict checking of the road stop cache entries */
    01192   const RoadStop *rs;
    01193   FOR_ALL_ROADSTOPS(rs) {
    01194     if (IsStandardRoadStopTile(rs->xy)) continue;
    01195
    01196     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01197     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01198     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01199   }
    01200
    01201   Vehicle *v;
    01202   FOR_ALL_VEHICLES(v) {
    01203     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01204     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01205
    01206     uint length = 0;
    01207     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01208
    01209     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01210     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01211     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01212     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01213
    01214     length = 0;
    01215     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01216       FillNewGRFVehicleCache(u);
    01217       grf_cache[length] = u->grf_cache;
    01218       veh_cache[length] = u->vcache;
    01219       switch (u->type) {
    01220         case VEH_TRAIN:
    01221           gro_cache[length] = Train::From(u)->gcache;
    01222           tra_cache[length] = Train::From(u)->tcache;
    01223           break;
    01224         case VEH_ROAD:
    01225           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01226           break;
    01227         default:
    01228           break;
    01229       }
    01230       length++;
    01231     }
    01232
    01233     switch (v->type) {
    01234       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01235       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01236       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01237       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01238       default: break;
    01239     }
    01240
    01241     length = 0;
    01242     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01243       FillNewGRFVehicleCache(u);
    01244       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01245         DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
    01246       }
    01247       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01248         DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
    01249       }
    01250       switch (u->type) {
    01251         case VEH_TRAIN:
    01252           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01253             DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01254           }
    01255           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01256             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01257           }
    01258           break;
    01259         case VEH_ROAD:
    01260           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01261             DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01262           }
    01263           break;
    01264         default:
    01265           break;
    01266       }
    01267       length++;
    01268     }
    01269
    01270     free(grf_cache);
    01271     free(veh_cache);
    01272     free(gro_cache);
    01273     free(tra_cache);
    01274   }
    01275
    01276   /* Check whether the caches are still valid */
    01277   FOR_ALL_VEHICLES(v) {
    01278     byte buff[sizeof(VehicleCargoList)];
    01279     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01280     v->cargo.InvalidateCache();
    01281     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01282   }
    01283
    01284   Station *st;
    01285   FOR_ALL_STATIONS(st) {
    01286     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01287       byte buff[sizeof(StationCargoList)];
    01288       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01289       st->goods[c].cargo.InvalidateCache();
    01290       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01291     }
    01292   }
    01293 }
    01294
    01300 void StateGameLoop()
    01301 {
    01302   /* don't execute the state loop during pause */
    01303   if (_pause_mode != PM_UNPAUSED) {
    01304     UpdateLandscapingLimits();
    01305     Game::GameLoop();
    01306     CallWindowTickEvent();
    01307     return;
    01308   }
    01309   if (HasModalProgress()) return;
    01310
    01311   ClearStorageChanges(false);
    01312
    01313   if (_game_mode == GM_EDITOR) {
    01314     RunTileLoop();
    01315     CallVehicleTicks();
    01316     CallLandscapeTick();
    01317     ClearStorageChanges(true);
    01318     UpdateLandscapingLimits();
    01319
    01320     CallWindowTickEvent();
    01321     NewsLoop();
    01322   } else {
    01323     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01324       /* Save the desync savegame if needed. */
    01325       char name[MAX_PATH];
    01326       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01327       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01328     }
    01329
    01330     CheckCaches();
    01331
    01332     /* All these actions has to be done from OWNER_NONE
    01333      *  for multiplayer compatibility */
    01334     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01335
    01336     AnimateAnimatedTiles();
    01337     IncreaseDate();
    01338     RunTileLoop();
    01339     CallVehicleTicks();
    01340     CallLandscapeTick();
    01341     ClearStorageChanges(true);
    01342
    01343     AI::GameLoop();
    01344     Game::GameLoop();
    01345     UpdateLandscapingLimits();
    01346
    01347     CallWindowTickEvent();
    01348     NewsLoop();
    01349     cur_company.Restore();
    01350   }
    01351
    01352   assert(IsLocalCompany());
    01353 }
    01354
    01359 static void DoAutosave()
    01360 {
    01361   char buf[MAX_PATH];
    01362
    01363 #if defined(PSP)
    01364   /* Autosaving in networking is too time expensive for the PSP */
    01365   if (_networking) return;
    01366 #endif /* PSP */
    01367
    01368   if (_settings_client.gui.keep_all_autosave) {
    01369     GenerateDefaultSaveName(buf, lastof(buf));
    01370     strecat(buf, ".sav", lastof(buf));
    01371   } else {
    01372     static int _autosave_ctr = 0;
    01373
    01374     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01375     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01376
    01377     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01378   }
    01379
    01380   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01381   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01382     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01383   }
    01384 }
    01385
    01386 void GameLoop()
    01387 {
    01388   if (_game_mode == GM_BOOTSTRAP) {
    01389 #ifdef ENABLE_NETWORK
    01390     /* Check for UDP stuff */
    01391     if (_network_available) NetworkBackgroundLoop();
    01392 #endif
    01393     InputLoop();
    01394     return;
    01395   }
    01396
    01397   ProcessAsyncSaveFinish();
    01398
    01399   /* autosave game? */
    01400   if (_do_autosave) {
    01401     _do_autosave = false;
    01402     DoAutosave();
    01403     SetWindowDirty(WC_STATUS_BAR, 0);
    01404   }
    01405
    01406   /* switch game mode? */
    01407   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01408     SwitchToMode(_switch_mode);
    01409     _switch_mode = SM_NONE;
    01410   }
    01411
    01412   IncreaseSpriteLRU();
    01413   InteractiveRandom();
    01414
    01415   extern int _caret_timer;
    01416   _caret_timer += 3;
    01417   CursorTick();
    01418
    01419 #ifdef ENABLE_NETWORK
    01420   /* Check for UDP stuff */
    01421   if (_network_available) NetworkBackgroundLoop();
    01422
    01423   if (_networking && !HasModalProgress()) {
    01424     /* Multiplayer */
    01425     NetworkGameLoop();
    01426   } else {
    01427     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01428       /* This means that we want to reconnect to the last host
    01429        * We do this here, because it means that the network is really closed */
    01430       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01431     }
    01432     /* Singleplayer */
    01433     StateGameLoop();
    01434   }
    01435
    01436   /* Check chat messages roughly once a second. */
    01437   static uint check_message = 0;
    01438   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01439     check_message = 0;
    01440     NetworkChatMessageLoop();
    01441   }
    01442 #else
    01443   StateGameLoop();
    01444 #endif /* ENABLE_NETWORK */
    01445
    01446   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01447
    01448   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01449
    01450   InputLoop();
    01451
    01452   _sound_driver->MainLoop();
    01453   MusicLoop();
    01454 }