# 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
    00063
    00064
    00065 #include "linkgraph/linkgraph.h"
    00066
    00067 #include <stdarg.h>
    00068
    00069
    00070 void CallLandscapeTick();
    00071 void IncreaseDate();
    00072 void DoPaletteAnimations();
    00073 void MusicLoop();
    00074 void ResetMusic();
    00075 void CallWindowTickEvent();
    00076 bool HandleBootstrap();
    00077
    00078 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    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]= Start networkgame\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   /* Reinitialize the link graphs to forcibly stop the threads.
    00299    * If a link graph thread is running while the link graph handlers are
    00300    * deleted we get a crash.
    00301    */
    00302   InitializeLinkGraphs();
    00303
    00304 #ifdef ENABLE_NETWORK
    00305   free(_config_file);
    00306 #endif
    00307
    00308   PoolBase::Clean(PT_ALL);
    00309
    00310   /* No NewGRFs were loaded when it was still bootstrapping. */
    00311   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00312
    00313   /* Close all and any open filehandles */
    00314   FioCloseAll();
    00315
    00316   UninitFreeType();
    00317 }
    00318
    00323 static void LoadIntroGame(bool load_newgrfs = true)
    00324 {
    00325   _game_mode = GM_MENU;
    00326
    00327   if (load_newgrfs) ResetGRFConfig(false);
    00328
    00329   /* Setup main window */
    00330   ResetWindowSystem();
    00331   SetupColoursAndInitialWindow();
    00332
    00333   /* Load the default opening screen savegame */
    00334   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00335     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00336     WaitTillGeneratedWorld();
    00337     SetLocalCompany(COMPANY_SPECTATOR);
    00338   } else {
    00339     SetLocalCompany(COMPANY_FIRST);
    00340   }
    00341
    00342   _pause_mode = PM_UNPAUSED;
    00343   _cursor.fix_at = false;
    00344
    00345   if (load_newgrfs) CheckForMissingSprites();
    00346   CheckForMissingGlyphs();
    00347
    00348   /* Play main theme */
    00349   if (_music_driver->IsSongPlaying()) ResetMusic();
    00350 }
    00351
    00352 void MakeNewgameSettingsLive()
    00353 {
    00354   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00355     if (_settings_game.ai_config[c] != NULL) {
    00356       delete _settings_game.ai_config[c];
    00357     }
    00358   }
    00359   if (_settings_game.game_config != NULL) {
    00360     delete _settings_game.game_config;
    00361   }
    00362
    00363   /* Copy newgame settings to active settings.
    00364    * Also initialise old settings needed for savegame conversion. */
    00365   _settings_game = _settings_newgame;
    00366   _old_vds = _settings_client.company.vehicle;
    00367
    00368   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00369     _settings_game.ai_config[c] = NULL;
    00370     if (_settings_newgame.ai_config[c] != NULL) {
    00371       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00372     }
    00373   }
    00374   _settings_game.game_config = NULL;
    00375   if (_settings_newgame.game_config != NULL) {
    00376     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00377   }
    00378 }
    00379
    00380 void OpenBrowser(const char *url)
    00381 {
    00382   /* Make sure we only accept urls that are sure to open a browser. */
    00383   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00384
    00385   extern void OSOpenBrowser(const char *url);
    00386   OSOpenBrowser(url);
    00387 }
    00388
    00390 struct AfterNewGRFScan : NewGRFScanCallback {
    00391   Year startyear;
    00392   uint generation_seed;
    00393   char *dedicated_host;
    00394   uint16 dedicated_port;
    00395   char *network_conn;
    00396   const char *join_server_password;
    00397   const char *join_company_password;
    00398   bool *save_config_ptr;
    00399   bool save_config;
    00400
    00406   AfterNewGRFScan(bool *save_config_ptr) :
    00407       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00408       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00409       join_server_password(NULL), join_company_password(NULL),
    00410       save_config_ptr(save_config_ptr), save_config(true)
    00411   {
    00412   }
    00413
    00414   virtual void OnNewGRFsScanned()
    00415   {
    00416     ResetGRFConfig(false);
    00417
    00418     TarScanner::DoScan(TarScanner::SCENARIO);
    00419
    00420     AI::Initialize();
    00421     Game::Initialize();
    00422
    00423     /* We want the new (correct) NewGRF count to survive the loading. */
    00424     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00425     LoadFromConfig();
    00426     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00427     /* Since the default for the palette might have changed due to
    00428      * reading the configuration file, recalculate that now. */
    00429     UpdateNewGRFConfigPalette();
    00430
    00431     Game::Uninitialize(true);
    00432     AI::Uninitialize(true);
    00433     CheckConfig();
    00434     LoadFromHighScore();
    00435     LoadHotkeysFromConfig();
    00436
    00437     /* We have loaded the config, so we may possibly save it. */
    00438     *save_config_ptr = save_config;
    00439
    00440
    00441     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00442     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00443
    00444 #if defined(ENABLE_NETWORK)
    00445     if (dedicated_host != NULL) {
    00446       _network_bind_list.Clear();
    00447       *_network_bind_list.Append() = strdup(dedicated_host);
    00448     }
    00449     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00450 #endif /* ENABLE_NETWORK */
    00451
    00452     /* initialize the ingame console */
    00453     IConsoleInit();
    00454     InitializeGUI();
    00455     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00456
    00457     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00458     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00459
    00460 #ifdef ENABLE_NETWORK
    00461     if (_network_available && network_conn != NULL) {
    00462       const char *port = NULL;
    00463       const char *company = NULL;
    00464       uint16 rport = NETWORK_DEFAULT_PORT;
    00465       CompanyID join_as = COMPANY_NEW_COMPANY;
    00466
    00467       ParseConnectionString(&company, &port, network_conn);
    00468
    00469       if (company != NULL) {
    00470         join_as = (CompanyID)atoi(company);
    00471
    00472         if (join_as != COMPANY_SPECTATOR) {
    00473           join_as--;
    00474           if (join_as >= MAX_COMPANIES) {
    00475             delete this;
    00476             return;
    00477           }
    00478         }
    00479       }
    00480       if (port != NULL) rport = atoi(port);
    00481
    00482       LoadIntroGame();
    00483       _switch_mode = SM_NONE;
    00484       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00485     }
    00486 #endif /* ENABLE_NETWORK */
    00487
    00488     /* After the scan we're not used anymore. */
    00489     delete this;
    00490   }
    00491 };
    00492
    00493 #if defined(UNIX) && !defined(__MORPHOS__)
    00494 extern void DedicatedFork();
    00495 #endif
    00496
    00498 static const OptionData _options[] = {
    00499    GETOPT_SHORT_VALUE('I'),
    00500    GETOPT_SHORT_VALUE('S'),
    00501    GETOPT_SHORT_VALUE('M'),
    00502    GETOPT_SHORT_VALUE('m'),
    00503    GETOPT_SHORT_VALUE('s'),
    00504    GETOPT_SHORT_VALUE('v'),
    00505    GETOPT_SHORT_VALUE('b'),
    00506 #if defined(ENABLE_NETWORK)
    00507   GETOPT_SHORT_OPTVAL('D'),
    00508   GETOPT_SHORT_OPTVAL('n'),
    00509    GETOPT_SHORT_VALUE('l'),
    00510    GETOPT_SHORT_VALUE('p'),
    00511    GETOPT_SHORT_VALUE('P'),
    00512 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00513    GETOPT_SHORT_NOVAL('f'),
    00514 #endif
    00515 #endif /* ENABLE_NETWORK */
    00516    GETOPT_SHORT_VALUE('r'),
    00517    GETOPT_SHORT_VALUE('t'),
    00518   GETOPT_SHORT_OPTVAL('d'),
    00519    GETOPT_SHORT_NOVAL('e'),
    00520   GETOPT_SHORT_OPTVAL('g'),
    00521    GETOPT_SHORT_VALUE('G'),
    00522    GETOPT_SHORT_VALUE('c'),
    00523    GETOPT_SHORT_NOVAL('x'),
    00524    GETOPT_SHORT_VALUE('q'),
    00525    GETOPT_SHORT_NOVAL('h'),
    00526   GETOPT_END()
    00527 };
    00528
    00529
    00530 int ttd_main(int argc, char *argv[])
    00531 {
    00532   char *musicdriver = NULL;
    00533   char *sounddriver = NULL;
    00534   char *videodriver = NULL;
    00535   char *blitter = NULL;
    00536   char *graphics_set = NULL;
    00537   char *sounds_set = NULL;
    00538   char *music_set = NULL;
    00539   Dimension resolution = {0, 0};
    00540   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00541   bool save_config = false;
    00542   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00543 #if defined(ENABLE_NETWORK)
    00544   bool dedicated = false;
    00545   char *debuglog_conn = NULL;
    00546
    00547   extern bool _dedicated_forks;
    00548   _dedicated_forks = false;
    00549 #endif /* ENABLE_NETWORK */
    00550
    00551   _game_mode = GM_MENU;
    00552   _switch_mode = SM_MENU;
    00553   _config_file = NULL;
    00554
    00555   GetOptData mgo(argc - 1, argv + 1, _options);
    00556
    00557   int i;
    00558   while ((i = mgo.GetOpt()) != -1) {
    00559     switch (i) {
    00560     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00561     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00562     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00563     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00564     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00565     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00566     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00567 #if defined(ENABLE_NETWORK)
    00568     case 'D':
    00569       free(musicdriver);
    00570       free(sounddriver);
    00571       free(videodriver);
    00572       free(blitter);
    00573       musicdriver = strdup("null");
    00574       sounddriver = strdup("null");
    00575       videodriver = strdup("dedicated");
    00576       blitter = strdup("null");
    00577       dedicated = true;
    00578       SetDebugString("net=6");
    00579       if (mgo.opt != NULL) {
    00580         /* Use the existing method for parsing (openttd -n).
    00581          * However, we do ignore the #company part. */
    00582         const char *temp = NULL;
    00583         const char *port = NULL;
    00584         ParseConnectionString(&temp, &port, mgo.opt);
    00585         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00586         if (port != NULL) scanner->dedicated_port = atoi(port);
    00587       }
    00588       break;
    00589     case 'f': _dedicated_forks = true; break;
    00590     case 'n':
    00591       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00592       break;
    00593     case 'l':
    00594       debuglog_conn = mgo.opt;
    00595       break;
    00596     case 'p':
    00597       scanner->join_server_password = mgo.opt;
    00598       break;
    00599     case 'P':
    00600       scanner->join_company_password = mgo.opt;
    00601       break;
    00602 #endif /* ENABLE_NETWORK */
    00603     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00604     case 't': scanner->startyear = atoi(mgo.opt); break;
    00605     case 'd': {
    00606 #if defined(WIN32)
    00607         CreateConsole();
    00608 #endif
    00609         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00610         break;
    00611       }
    00612     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00613     case 'g':
    00614       if (mgo.opt != NULL) {
    00615         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00616         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00617         _file_to_saveload.mode = SL_LOAD;
    00618
    00619         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00620         const char *t = strrchr(_file_to_saveload.name, '.');
    00621         if (t != NULL) {
    00622           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00623           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00624         }
    00625
    00626         break;
    00627       }
    00628
    00629       _switch_mode = SM_NEWGAME;
    00630       /* Give a random map if no seed has been given */
    00631       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00632         scanner->generation_seed = InteractiveRandom();
    00633       }
    00634       break;
    00635     case 'q': {
    00636       DeterminePaths(argv[0]);
    00637       if (StrEmpty(mgo.opt)) return 1;
    00638       char title[80];
    00639       title[0] = '\0';
    00640       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00641
    00642       _load_check_data.Clear();
    00643       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00644       if (res != SL_OK || _load_check_data.HasErrors()) {
    00645         fprintf(stderr, "Failed to open savegame\n");
    00646         if (_load_check_data.HasErrors()) {
    00647           char buf[256];
    00648           SetDParamStr(0, _load_check_data.error_data);
    00649           GetString(buf, _load_check_data.error, lastof(buf));
    00650           fprintf(stderr, "%s\n", buf);
    00651         }
    00652         return 1;
    00653       }
    00654
    00655       WriteSavegameInfo(title);
    00656
    00657       return 0;
    00658     }
    00659     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00660     case 'c': _config_file = strdup(mgo.opt); break;
    00661     case 'x': scanner->save_config = false; break;
    00662     case 'h':
    00663       i = -2; // Force printing of help.
    00664       break;
    00665     }
    00666     if (i == -2) break;
    00667   }
    00668
    00669   if (i == -2 || mgo.numleft > 0) {
    00670     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00671      * In all cases, print the help, and exit.
    00672      *
    00673      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00674      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00675     DeterminePaths(argv[0]);
    00676     TarScanner::DoScan(TarScanner::BASESET);
    00677     BaseGraphics::FindSets();
    00678     BaseSounds::FindSets();
    00679     BaseMusic::FindSets();
    00680     ShowHelp();
    00681     delete scanner;
    00682     return 0;
    00683   }
    00684
    00685 #if defined(WINCE) && defined(_DEBUG)
    00686   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00687   SetDebugString("4");
    00688 #endif
    00689
    00690   DeterminePaths(argv[0]);
    00691   TarScanner::DoScan(TarScanner::BASESET);
    00692
    00693 #if defined(ENABLE_NETWORK)
    00694   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00695   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00696
    00697 #if defined(UNIX) && !defined(__MORPHOS__)
    00698   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00699   if (_dedicated_forks) DedicatedFork();
    00700 #endif
    00701 #endif
    00702
    00703   LoadFromConfig(true);
    00704
    00705   if (resolution.width != 0) _cur_resolution = resolution;
    00706
    00707   /*
    00708    * The width and height must be at least 1 pixel and width times
    00709    * height times bytes per pixel must still fit within a 32 bits
    00710    * integer, even for 32 bpp video modes. This way all internal
    00711    * drawing routines work correctly.
    00712    */
    00713   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00714   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00715
    00716   /* Assume the cursor starts within the game as not all video drivers
    00717    * get an event that the cursor is within the window when it is opened.
    00718    * Saying the cursor is there makes no visible difference as it would
    00719    * just be out of the bounds of the window. */
    00720   _cursor.in_window = true;
    00721
    00722   /* enumerate language files */
    00723   InitializeLanguagePacks();
    00724
    00725   /* Initialize the regular font for FreeType */
    00726   InitFreeType(false);
    00727
    00728   /* This must be done early, since functions use the SetWindowDirty* calls */
    00729   InitWindowSystem();
    00730
    00731   BaseGraphics::FindSets();
    00732   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00733   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
    00734     usererror("Failed to select requested graphics set '%s'", graphics_set);
    00735   }
    00736   free(graphics_set);
    00737
    00738   /* Initialize game palette */
    00739   GfxInitPalettes();
    00740
    00741   DEBUG(misc, 1, "Loading blitter...");
    00742   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00743   _blitter_autodetected = StrEmpty(blitter);
    00744   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00745   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00746     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00747       StrEmpty(blitter) ?
    00748         usererror("Failed to autoprobe blitter") :
    00749         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00750     }
    00751   }
    00752   free(blitter);
    00753
    00754   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00755   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00756   if (_video_driver == NULL) {
    00757     StrEmpty(videodriver) ?
    00758       usererror("Failed to autoprobe video driver") :
    00759       usererror("Failed to select requested video driver '%s'", videodriver);
    00760   }
    00761   free(videodriver);
    00762
    00763   /* Initialize the zoom level of the screen to normal */
    00764   _screen.zoom = ZOOM_LVL_NORMAL;
    00765
    00766   NetworkStartUp(); // initialize network-core
    00767
    00768 #if defined(ENABLE_NETWORK)
    00769   if (debuglog_conn != NULL && _network_available) {
    00770     const char *not_used = NULL;
    00771     const char *port = NULL;
    00772     uint16 rport;
    00773
    00774     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00775
    00776     ParseConnectionString(&not_used, &port, debuglog_conn);
    00777     if (port != NULL) rport = atoi(port);
    00778
    00779     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00780   }
    00781 #endif /* ENABLE_NETWORK */
    00782
    00783   if (!HandleBootstrap()) goto exit;
    00784
    00785   _video_driver->ClaimMousePointer();
    00786
    00787   /* initialize screenshot formats */
    00788   InitializeScreenshotFormats();
    00789
    00790   BaseSounds::FindSets();
    00791   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00792   if (!BaseSounds::SetSet(sounds_set)) {
    00793     StrEmpty(sounds_set) ?
    00794       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00795       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00796   }
    00797   free(sounds_set);
    00798
    00799   BaseMusic::FindSets();
    00800   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00801   if (!BaseMusic::SetSet(music_set)) {
    00802     StrEmpty(music_set) ?
    00803       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00804       usererror("Failed to select requested music set '%s'", music_set);
    00805   }
    00806   free(music_set);
    00807
    00808   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00809   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00810   if (_sound_driver == NULL) {
    00811     StrEmpty(sounddriver) ?
    00812       usererror("Failed to autoprobe sound driver") :
    00813       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00814   }
    00815   free(sounddriver);
    00816
    00817   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00818   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00819   if (_music_driver == NULL) {
    00820     StrEmpty(musicdriver) ?
    00821       usererror("Failed to autoprobe music driver") :
    00822       usererror("Failed to select requested music driver '%s'", musicdriver);
    00823   }
    00824   free(musicdriver);
    00825
    00826   /* restore saved music volume */
    00827   _music_driver->SetVolume(_settings_client.music.music_vol);
    00828
    00829   /* Take our initial lock on whatever we might want to do! */
    00830   _modal_progress_paint_mutex->BeginCritical();
    00831   _modal_progress_work_mutex->BeginCritical();
    00832
    00833   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00834   WaitTillGeneratedWorld();
    00835
    00836   LoadIntroGame(false);
    00837
    00838   CheckForMissingGlyphs();
    00839
    00840   ScanNewGRFFiles(scanner);
    00841
    00842   _video_driver->MainLoop();
    00843
    00844   WaitTillSaved();
    00845
    00846   /* only save config if we have to */
    00847   if (save_config) {
    00848     SaveToConfig();
    00849     SaveHotkeysToConfig();
    00850     SaveToHighScore();
    00851   }
    00852
    00853 exit:
    00854   /* Reset windowing system, stop drivers, free used memory, ... */
    00855   ShutdownGame();
    00856
    00857   free(BaseGraphics::ini_set);
    00858   free(BaseSounds::ini_set);
    00859   free(BaseMusic::ini_set);
    00860   free(_ini_musicdriver);
    00861   free(_ini_sounddriver);
    00862   free(_ini_videodriver);
    00863   free(_ini_blitter);
    00864
    00865   return 0;
    00866 }
    00867
    00868 void HandleExitGameRequest()
    00869 {
    00870   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00871     _exit_game = true;
    00872   } else if (_settings_client.gui.autosave_on_exit) {
    00873     DoExitSave();
    00874     _exit_game = true;
    00875   } else {
    00876     AskExitGame();
    00877   }
    00878 }
    00879
    00880 static void MakeNewGameDone()
    00881 {
    00882   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00883
    00884   /* In a dedicated server, the server does not play */
    00885   if (!_video_driver->HasGUI()) {
    00886     SetLocalCompany(COMPANY_SPECTATOR);
    00887     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00888     return;
    00889   }
    00890
    00891   /* Create a single company */
    00892   DoStartupNewCompany(false);
    00893
    00894   Company *c = Company::Get(COMPANY_FIRST);
    00895   c->settings = _settings_client.company;
    00896
    00897   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00898
    00899   SetLocalCompany(COMPANY_FIRST);
    00900
    00901   InitializeRailGUI();
    00902
    00903 #ifdef ENABLE_NETWORK
    00904   /* We are the server, we start a new company (not dedicated),
    00905    * so set the default password *if* needed. */
    00906   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00907     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00908   }
    00909 #endif /* ENABLE_NETWORK */
    00910
    00911   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00912
    00913   MarkWholeScreenDirty();
    00914 }
    00915
    00916 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00917 {
    00918   _game_mode = GM_NORMAL;
    00919
    00920   ResetGRFConfig(true);
    00921
    00922   GenerateWorldSetCallback(&MakeNewGameDone);
    00923   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00924 }
    00925
    00926 static void MakeNewEditorWorldDone()
    00927 {
    00928   SetLocalCompany(OWNER_NONE);
    00929 }
    00930
    00931 static void MakeNewEditorWorld()
    00932 {
    00933   _game_mode = GM_EDITOR;
    00934
    00935   ResetGRFConfig(true);
    00936
    00937   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00938   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00939 }
    00940
    00951 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00952 {
    00953   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00954   GameMode ogm = _game_mode;
    00955
    00956   _game_mode = newgm;
    00957
    00958   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00959     case SL_OK: return true;
    00960
    00961     case SL_REINIT:
    00962 #ifdef ENABLE_NETWORK
    00963       if (_network_dedicated) {
    00964         /*
    00965          * We need to reinit a network map...
    00966          * We can't simply load the intro game here as that game has many
    00967          * special cases which make clients desync immediately. So we fall
    00968          * back to just generating a new game with the current settings.
    00969          */
    00970         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00971         MakeNewGame(false, true);
    00972         return false;
    00973       }
    00974       if (_network_server) {
    00975         /* We can't load the intro game as server, so disconnect first. */
    00976         NetworkDisconnect();
    00977       }
    00978 #endif /* ENABLE_NETWORK */
    00979
    00980       switch (ogm) {
    00981         default:
    00982         case GM_MENU:   LoadIntroGame();      break;
    00983         case GM_EDITOR: MakeNewEditorWorld(); break;
    00984       }
    00985       return false;
    00986
    00987     default:
    00988       _game_mode = ogm;
    00989       return false;
    00990   }
    00991 }
    00992
    00993 void SwitchToMode(SwitchMode new_mode)
    00994 {
    00995 #ifdef ENABLE_NETWORK
    00996   /* If we are saving something, the network stays in his current state */
    00997   if (new_mode != SM_SAVE_GAME) {
    00998     /* If the network is active, make it not-active */
    00999     if (_networking) {
    01000       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01001         NetworkReboot();
    01002       } else {
    01003         NetworkDisconnect();
    01004       }
    01005     }
    01006
    01007     /* If we are a server, we restart the server */
    01008     if (_is_network_server) {
    01009       /* But not if we are going to the menu */
    01010       if (new_mode != SM_MENU) {
    01011         /* check if we should reload the config */
    01012         if (_settings_client.network.reload_cfg) {
    01013           LoadFromConfig();
    01014           MakeNewgameSettingsLive();
    01015           ResetGRFConfig(false);
    01016         }
    01017         NetworkServerStart();
    01018       } else {
    01019         /* This client no longer wants to be a network-server */
    01020         _is_network_server = false;
    01021       }
    01022     }
    01023   }
    01024 #endif /* ENABLE_NETWORK */
    01025   /* Make sure all AI controllers are gone at quiting game */
    01026   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01027
    01028   switch (new_mode) {
    01029     case SM_EDITOR: // Switch to scenario editor
    01030       MakeNewEditorWorld();
    01031       break;
    01032
    01033     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01034     case SM_NEWGAME: // New Game --> 'Random game'
    01035 #ifdef ENABLE_NETWORK
    01036       if (_network_server) {
    01037         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01038       }
    01039 #endif /* ENABLE_NETWORK */
    01040       MakeNewGame(false, new_mode == SM_NEWGAME);
    01041       break;
    01042
    01043     case SM_LOAD_GAME: { // Load game, Play Scenario
    01044       ResetGRFConfig(true);
    01045       ResetWindowSystem();
    01046
    01047       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01048         SetDParamStr(0, GetSaveLoadErrorString());
    01049         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01050       } else {
    01051         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01052           StartupEngines();
    01053         }
    01054         /* Update the local company for a loaded game. It is either always
    01055          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01056         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01057         /* Execute the game-start script */
    01058         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01059         /* Decrease pause counter (was increased from opening load dialog) */
    01060         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01061 #ifdef ENABLE_NETWORK
    01062         if (_network_server) {
    01063           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01064         }
    01065 #endif /* ENABLE_NETWORK */
    01066       }
    01067       break;
    01068     }
    01069
    01070     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01071 #ifdef ENABLE_NETWORK
    01072       if (_network_server) {
    01073         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01074       }
    01075 #endif /* ENABLE_NETWORK */
    01076       MakeNewGame(true, true);
    01077       break;
    01078
    01079     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01080       SetLocalCompany(OWNER_NONE);
    01081
    01082       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01083       MarkWholeScreenDirty();
    01084       break;
    01085
    01086     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01087       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01088         SetLocalCompany(OWNER_NONE);
    01089         _settings_newgame.game_creation.starting_year = _cur_year;
    01090         /* Cancel the saveload pausing */
    01091         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01092       } else {
    01093         SetDParamStr(0, GetSaveLoadErrorString());
    01094         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01095       }
    01096       break;
    01097     }
    01098
    01099     case SM_MENU: // Switch to game intro menu
    01100       LoadIntroGame();
    01101       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01102         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01103         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01104       }
    01105       break;
    01106
    01107     case SM_SAVE_GAME: // Save game.
    01108       /* Make network saved games on pause compatible to singleplayer */
    01109       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01110         SetDParamStr(0, GetSaveLoadErrorString());
    01111         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01112       } else {
    01113         DeleteWindowById(WC_SAVELOAD, 0);
    01114       }
    01115       break;
    01116
    01117     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01118       MakeHeightmapScreenshot(_file_to_saveload.name);
    01119       DeleteWindowById(WC_SAVELOAD, 0);
    01120       break;
    01121
    01122     case SM_GENRANDLAND: // Generate random land within scenario editor
    01123       SetLocalCompany(OWNER_NONE);
    01124       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01125       /* XXX: set date */
    01126       MarkWholeScreenDirty();
    01127       break;
    01128
    01129     default: NOT_REACHED();
    01130   }
    01131 }
    01132
    01133
    01140 static void CheckCaches()
    01141 {
    01142   /* Return here so it is easy to add checks that are run
    01143    * always to aid testing of caches. */
    01144   if (_debug_desync_level <= 1) return;
    01145
    01146   /* Check company infrastructure cache. */
    01147   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01148   Company *c;
    01149   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01150
    01151   extern void AfterLoadCompanyStats();
    01152   AfterLoadCompanyStats();
    01153
    01154   uint i = 0;
    01155   FOR_ALL_COMPANIES(c) {
    01156     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01157       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01158     }
    01159     i++;
    01160   }
    01161
    01162   /* Strict checking of the road stop cache entries */
    01163   const RoadStop *rs;
    01164   FOR_ALL_ROADSTOPS(rs) {
    01165     if (IsStandardRoadStopTile(rs->xy)) continue;
    01166
    01167     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01168     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01169     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01170   }
    01171
    01172   Vehicle *v;
    01173   FOR_ALL_VEHICLES(v) {
    01174     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01175     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01176
    01177     uint length = 0;
    01178     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01179
    01180     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01181     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01182     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01183     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01184
    01185     length = 0;
    01186     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01187       FillNewGRFVehicleCache(u);
    01188       grf_cache[length] = u->grf_cache;
    01189       veh_cache[length] = u->vcache;
    01190       switch (u->type) {
    01191         case VEH_TRAIN:
    01192           gro_cache[length] = Train::From(u)->gcache;
    01193           tra_cache[length] = Train::From(u)->tcache;
    01194           break;
    01195         case VEH_ROAD:
    01196           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01197           break;
    01198         default:
    01199           break;
    01200       }
    01201       length++;
    01202     }
    01203
    01204     switch (v->type) {
    01205       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01206       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01207       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01208       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01209       default: break;
    01210     }
    01211
    01212     length = 0;
    01213     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01214       FillNewGRFVehicleCache(u);
    01215       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01216         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);
    01217       }
    01218       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01219         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);
    01220       }
    01221       switch (u->type) {
    01222         case VEH_TRAIN:
    01223           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01224             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);
    01225           }
    01226           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01227             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01228           }
    01229           break;
    01230         case VEH_ROAD:
    01231           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01232             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);
    01233           }
    01234           break;
    01235         default:
    01236           break;
    01237       }
    01238       length++;
    01239     }
    01240
    01241     free(grf_cache);
    01242     free(veh_cache);
    01243     free(gro_cache);
    01244     free(tra_cache);
    01245   }
    01246
    01247   /* Check whether the caches are still valid */
    01248   FOR_ALL_VEHICLES(v) {
    01249     byte buff[sizeof(VehicleCargoList)];
    01250     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01251     v->cargo.InvalidateCache();
    01252     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01253   }
    01254
    01255   Station *st;
    01256   FOR_ALL_STATIONS(st) {
    01257     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01258       byte buff[sizeof(StationCargoList)];
    01259       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01260       st->goods[c].cargo.InvalidateCache();
    01261       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01262     }
    01263   }
    01264 }
    01265
    01271 void StateGameLoop()
    01272 {
    01273   /* dont execute the state loop during pause */
    01274   if (_pause_mode != PM_UNPAUSED) {
    01275     UpdateLandscapingLimits();
    01276     Game::GameLoop();
    01277     CallWindowTickEvent();
    01278     return;
    01279   }
    01280   if (HasModalProgress()) return;
    01281
    01282   ClearStorageChanges(false);
    01283
    01284   if (_game_mode == GM_EDITOR) {
    01285     RunTileLoop();
    01286     CallVehicleTicks();
    01287     CallLandscapeTick();
    01288     ClearStorageChanges(true);
    01289     UpdateLandscapingLimits();
    01290
    01291     CallWindowTickEvent();
    01292     NewsLoop();
    01293   } else {
    01294     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01295       /* Save the desync savegame if needed. */
    01296       char name[MAX_PATH];
    01297       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01298       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01299     }
    01300
    01301     CheckCaches();
    01302
    01303     /* All these actions has to be done from OWNER_NONE
    01304      *  for multiplayer compatibility */
    01305     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01306
    01307     AnimateAnimatedTiles();
    01308     IncreaseDate();
    01309     RunTileLoop();
    01310     CallVehicleTicks();
    01311     CallLandscapeTick();
    01312     ClearStorageChanges(true);
    01313
    01314     AI::GameLoop();
    01315     Game::GameLoop();
    01316     UpdateLandscapingLimits();
    01317
    01318     CallWindowTickEvent();
    01319     NewsLoop();
    01320     cur_company.Restore();
    01321   }
    01322
    01323   assert(IsLocalCompany());
    01324 }
    01325
    01330 static void DoAutosave()
    01331 {
    01332   char buf[MAX_PATH];
    01333
    01334 #if defined(PSP)
    01335   /* Autosaving in networking is too time expensive for the PSP */
    01336   if (_networking) return;
    01337 #endif /* PSP */
    01338
    01339   if (_settings_client.gui.keep_all_autosave) {
    01340     GenerateDefaultSaveName(buf, lastof(buf));
    01341     strecat(buf, ".sav", lastof(buf));
    01342   } else {
    01343     static int _autosave_ctr = 0;
    01344
    01345     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01346     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01347
    01348     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01349   }
    01350
    01351   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01352   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01353     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01354   }
    01355 }
    01356
    01357 void GameLoop()
    01358 {
    01359   if (_game_mode == GM_BOOTSTRAP) {
    01360 #ifdef ENABLE_NETWORK
    01361     /* Check for UDP stuff */
    01362     if (_network_available) NetworkBackgroundLoop();
    01363 #endif
    01364     InputLoop();
    01365     return;
    01366   }
    01367
    01368   ProcessAsyncSaveFinish();
    01369
    01370   /* autosave game? */
    01371   if (_do_autosave) {
    01372     _do_autosave = false;
    01373     DoAutosave();
    01374     SetWindowDirty(WC_STATUS_BAR, 0);
    01375   }
    01376
    01377   /* switch game mode? */
    01378   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01379     SwitchToMode(_switch_mode);
    01380     _switch_mode = SM_NONE;
    01381   }
    01382
    01383   IncreaseSpriteLRU();
    01384   InteractiveRandom();
    01385
    01386   extern int _caret_timer;
    01387   _caret_timer += 3;
    01388   CursorTick();
    01389
    01390 #ifdef ENABLE_NETWORK
    01391   /* Check for UDP stuff */
    01392   if (_network_available) NetworkBackgroundLoop();
    01393
    01394   if (_networking && !HasModalProgress()) {
    01395     /* Multiplayer */
    01396     NetworkGameLoop();
    01397   } else {
    01398     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01399       /* This means that we want to reconnect to the last host
    01400        * We do this here, because it means that the network is really closed */
    01401       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01402     }
    01403     /* Singleplayer */
    01404     StateGameLoop();
    01405   }
    01406
    01407   /* Check chat messages roughly once a second. */
    01408   static uint check_message = 0;
    01409   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01410     check_message = 0;
    01411     NetworkChatMessageLoop();
    01412   }
    01413 #else
    01414   StateGameLoop();
    01415 #endif /* ENABLE_NETWORK */
    01416
    01417   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01418
    01419   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01420
    01421   InputLoop();
    01422
    01423   _sound_driver->MainLoop();
    01424   MusicLoop();
    01425 }