# 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/linkgraph.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   /* 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     /* restore saved music volume */
    00441     _music_driver->SetVolume(_settings_client.music.music_vol);
    00442
    00443     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00444     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00445
    00446 #if defined(ENABLE_NETWORK)
    00447     if (dedicated_host != NULL) {
    00448       _network_bind_list.Clear();
    00449       *_network_bind_list.Append() = strdup(dedicated_host);
    00450     }
    00451     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00452 #endif /* ENABLE_NETWORK */
    00453
    00454     /* initialize the ingame console */
    00455     IConsoleInit();
    00456     InitializeGUI();
    00457     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00458
    00459     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00460     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00461
    00462 #ifdef ENABLE_NETWORK
    00463     if (_network_available && network_conn != NULL) {
    00464       const char *port = NULL;
    00465       const char *company = NULL;
    00466       uint16 rport = NETWORK_DEFAULT_PORT;
    00467       CompanyID join_as = COMPANY_NEW_COMPANY;
    00468
    00469       ParseConnectionString(&company, &port, network_conn);
    00470
    00471       if (company != NULL) {
    00472         join_as = (CompanyID)atoi(company);
    00473
    00474         if (join_as != COMPANY_SPECTATOR) {
    00475           join_as--;
    00476           if (join_as >= MAX_COMPANIES) {
    00477             delete this;
    00478             return;
    00479           }
    00480         }
    00481       }
    00482       if (port != NULL) rport = atoi(port);
    00483
    00484       LoadIntroGame();
    00485       _switch_mode = SM_NONE;
    00486       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00487     }
    00488 #endif /* ENABLE_NETWORK */
    00489
    00490     /* After the scan we're not used anymore. */
    00491     delete this;
    00492   }
    00493 };
    00494
    00495 #if defined(UNIX) && !defined(__MORPHOS__)
    00496 extern void DedicatedFork();
    00497 #endif
    00498
    00500 static const OptionData _options[] = {
    00501    GETOPT_SHORT_VALUE('I'),
    00502    GETOPT_SHORT_VALUE('S'),
    00503    GETOPT_SHORT_VALUE('M'),
    00504    GETOPT_SHORT_VALUE('m'),
    00505    GETOPT_SHORT_VALUE('s'),
    00506    GETOPT_SHORT_VALUE('v'),
    00507    GETOPT_SHORT_VALUE('b'),
    00508 #if defined(ENABLE_NETWORK)
    00509   GETOPT_SHORT_OPTVAL('D'),
    00510   GETOPT_SHORT_OPTVAL('n'),
    00511    GETOPT_SHORT_VALUE('l'),
    00512    GETOPT_SHORT_VALUE('p'),
    00513    GETOPT_SHORT_VALUE('P'),
    00514 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00515    GETOPT_SHORT_NOVAL('f'),
    00516 #endif
    00517 #endif /* ENABLE_NETWORK */
    00518    GETOPT_SHORT_VALUE('r'),
    00519    GETOPT_SHORT_VALUE('t'),
    00520   GETOPT_SHORT_OPTVAL('d'),
    00521    GETOPT_SHORT_NOVAL('e'),
    00522   GETOPT_SHORT_OPTVAL('g'),
    00523    GETOPT_SHORT_VALUE('G'),
    00524    GETOPT_SHORT_VALUE('c'),
    00525    GETOPT_SHORT_NOVAL('x'),
    00526    GETOPT_SHORT_VALUE('q'),
    00527    GETOPT_SHORT_NOVAL('h'),
    00528   GETOPT_END()
    00529 };
    00530
    00531
    00532 int ttd_main(int argc, char *argv[])
    00533 {
    00534   char *musicdriver = NULL;
    00535   char *sounddriver = NULL;
    00536   char *videodriver = NULL;
    00537   char *blitter = NULL;
    00538   char *graphics_set = NULL;
    00539   char *sounds_set = NULL;
    00540   char *music_set = NULL;
    00541   Dimension resolution = {0, 0};
    00542   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00543   bool save_config = false;
    00544   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00545 #if defined(ENABLE_NETWORK)
    00546   bool dedicated = false;
    00547   char *debuglog_conn = NULL;
    00548
    00549   extern bool _dedicated_forks;
    00550   _dedicated_forks = false;
    00551 #endif /* ENABLE_NETWORK */
    00552
    00553   _game_mode = GM_MENU;
    00554   _switch_mode = SM_MENU;
    00555   _config_file = NULL;
    00556
    00557   GetOptData mgo(argc - 1, argv + 1, _options);
    00558
    00559   int i;
    00560   while ((i = mgo.GetOpt()) != -1) {
    00561     switch (i) {
    00562     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00563     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00564     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00565     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00566     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00567     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00568     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00569 #if defined(ENABLE_NETWORK)
    00570     case 'D':
    00571       free(musicdriver);
    00572       free(sounddriver);
    00573       free(videodriver);
    00574       free(blitter);
    00575       musicdriver = strdup("null");
    00576       sounddriver = strdup("null");
    00577       videodriver = strdup("dedicated");
    00578       blitter = strdup("null");
    00579       dedicated = true;
    00580       SetDebugString("net=6");
    00581       if (mgo.opt != NULL) {
    00582         /* Use the existing method for parsing (openttd -n).
    00583          * However, we do ignore the #company part. */
    00584         const char *temp = NULL;
    00585         const char *port = NULL;
    00586         ParseConnectionString(&temp, &port, mgo.opt);
    00587         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00588         if (port != NULL) scanner->dedicated_port = atoi(port);
    00589       }
    00590       break;
    00591     case 'f': _dedicated_forks = true; break;
    00592     case 'n':
    00593       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00594       break;
    00595     case 'l':
    00596       debuglog_conn = mgo.opt;
    00597       break;
    00598     case 'p':
    00599       scanner->join_server_password = mgo.opt;
    00600       break;
    00601     case 'P':
    00602       scanner->join_company_password = mgo.opt;
    00603       break;
    00604 #endif /* ENABLE_NETWORK */
    00605     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00606     case 't': scanner->startyear = atoi(mgo.opt); break;
    00607     case 'd': {
    00608 #if defined(WIN32)
    00609         CreateConsole();
    00610 #endif
    00611         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00612         break;
    00613       }
    00614     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00615     case 'g':
    00616       if (mgo.opt != NULL) {
    00617         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00618         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00619         _file_to_saveload.mode = SL_LOAD;
    00620
    00621         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00622         const char *t = strrchr(_file_to_saveload.name, '.');
    00623         if (t != NULL) {
    00624           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00625           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00626         }
    00627
    00628         break;
    00629       }
    00630
    00631       _switch_mode = SM_NEWGAME;
    00632       /* Give a random map if no seed has been given */
    00633       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00634         scanner->generation_seed = InteractiveRandom();
    00635       }
    00636       break;
    00637     case 'q': {
    00638       DeterminePaths(argv[0]);
    00639       if (StrEmpty(mgo.opt)) return 1;
    00640       char title[80];
    00641       title[0] = '\0';
    00642       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00643
    00644       _load_check_data.Clear();
    00645       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00646       if (res != SL_OK || _load_check_data.HasErrors()) {
    00647         fprintf(stderr, "Failed to open savegame\n");
    00648         if (_load_check_data.HasErrors()) {
    00649           char buf[256];
    00650           SetDParamStr(0, _load_check_data.error_data);
    00651           GetString(buf, _load_check_data.error, lastof(buf));
    00652           fprintf(stderr, "%s\n", buf);
    00653         }
    00654         return 1;
    00655       }
    00656
    00657       WriteSavegameInfo(title);
    00658
    00659       return 0;
    00660     }
    00661     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00662     case 'c': _config_file = strdup(mgo.opt); break;
    00663     case 'x': scanner->save_config = false; break;
    00664     case 'h':
    00665       i = -2; // Force printing of help.
    00666       break;
    00667     }
    00668     if (i == -2) break;
    00669   }
    00670
    00671   if (i == -2 || mgo.numleft > 0) {
    00672     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00673      * In all cases, print the help, and exit.
    00674      *
    00675      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00676      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00677     DeterminePaths(argv[0]);
    00678     TarScanner::DoScan(TarScanner::BASESET);
    00679     BaseGraphics::FindSets();
    00680     BaseSounds::FindSets();
    00681     BaseMusic::FindSets();
    00682     ShowHelp();
    00683     delete scanner;
    00684     return 0;
    00685   }
    00686
    00687 #if defined(WINCE) && defined(_DEBUG)
    00688   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00689   SetDebugString("4");
    00690 #endif
    00691
    00692   DeterminePaths(argv[0]);
    00693   TarScanner::DoScan(TarScanner::BASESET);
    00694
    00695 #if defined(ENABLE_NETWORK)
    00696   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00697   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00698
    00699 #if defined(UNIX) && !defined(__MORPHOS__)
    00700   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00701   if (_dedicated_forks) DedicatedFork();
    00702 #endif
    00703 #endif
    00704
    00705   LoadFromConfig(true);
    00706
    00707   if (resolution.width != 0) _cur_resolution = resolution;
    00708
    00709   /*
    00710    * The width and height must be at least 1 pixel and width times
    00711    * height times bytes per pixel must still fit within a 32 bits
    00712    * integer, even for 32 bpp video modes. This way all internal
    00713    * drawing routines work correctly.
    00714    */
    00715   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00716   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00717
    00718   /* Assume the cursor starts within the game as not all video drivers
    00719    * get an event that the cursor is within the window when it is opened.
    00720    * Saying the cursor is there makes no visible difference as it would
    00721    * just be out of the bounds of the window. */
    00722   _cursor.in_window = true;
    00723
    00724   /* enumerate language files */
    00725   InitializeLanguagePacks();
    00726
    00727   /* Initialize the regular font for FreeType */
    00728   InitFreeType(false);
    00729
    00730   /* This must be done early, since functions use the SetWindowDirty* calls */
    00731   InitWindowSystem();
    00732
    00733   BaseGraphics::FindSets();
    00734   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00735   if (!BaseGraphics::SetSet(graphics_set)) {
    00736     if (!StrEmpty(graphics_set)) {
    00737       BaseGraphics::SetSet(NULL);
    00738
    00739       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
    00740       msg.SetDParamStr(0, graphics_set);
    00741       ScheduleErrorMessage(msg);
    00742     }
    00743   }
    00744   free(graphics_set);
    00745
    00746   /* Initialize game palette */
    00747   GfxInitPalettes();
    00748
    00749   DEBUG(misc, 1, "Loading blitter...");
    00750   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00751   _blitter_autodetected = StrEmpty(blitter);
    00752   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00753   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00754     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00755       StrEmpty(blitter) ?
    00756         usererror("Failed to autoprobe blitter") :
    00757         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00758     }
    00759   }
    00760   free(blitter);
    00761
    00762   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00763   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00764   if (_video_driver == NULL) {
    00765     StrEmpty(videodriver) ?
    00766       usererror("Failed to autoprobe video driver") :
    00767       usererror("Failed to select requested video driver '%s'", videodriver);
    00768   }
    00769   free(videodriver);
    00770
    00771   /* Initialize the zoom level of the screen to normal */
    00772   _screen.zoom = ZOOM_LVL_NORMAL;
    00773
    00774   NetworkStartUp(); // initialize network-core
    00775
    00776 #if defined(ENABLE_NETWORK)
    00777   if (debuglog_conn != NULL && _network_available) {
    00778     const char *not_used = NULL;
    00779     const char *port = NULL;
    00780     uint16 rport;
    00781
    00782     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00783
    00784     ParseConnectionString(&not_used, &port, debuglog_conn);
    00785     if (port != NULL) rport = atoi(port);
    00786
    00787     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00788   }
    00789 #endif /* ENABLE_NETWORK */
    00790
    00791   if (!HandleBootstrap()) goto exit;
    00792
    00793   _video_driver->ClaimMousePointer();
    00794
    00795   /* initialize screenshot formats */
    00796   InitializeScreenshotFormats();
    00797
    00798   BaseSounds::FindSets();
    00799   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00800   if (!BaseSounds::SetSet(sounds_set)) {
    00801     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
    00802       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
    00803     } else {
    00804       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
    00805       msg.SetDParamStr(0, sounds_set);
    00806       ScheduleErrorMessage(msg);
    00807     }
    00808   }
    00809   free(sounds_set);
    00810
    00811   BaseMusic::FindSets();
    00812   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00813   if (!BaseMusic::SetSet(music_set)) {
    00814     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
    00815       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
    00816     } else {
    00817       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
    00818       msg.SetDParamStr(0, music_set);
    00819       ScheduleErrorMessage(msg);
    00820     }
    00821   }
    00822   free(music_set);
    00823
    00824   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00825   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00826   if (_sound_driver == NULL) {
    00827     StrEmpty(sounddriver) ?
    00828       usererror("Failed to autoprobe sound driver") :
    00829       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00830   }
    00831   free(sounddriver);
    00832
    00833   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00834   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00835   if (_music_driver == NULL) {
    00836     StrEmpty(musicdriver) ?
    00837       usererror("Failed to autoprobe music driver") :
    00838       usererror("Failed to select requested music driver '%s'", musicdriver);
    00839   }
    00840   free(musicdriver);
    00841
    00842   /* Take our initial lock on whatever we might want to do! */
    00843   _modal_progress_paint_mutex->BeginCritical();
    00844   _modal_progress_work_mutex->BeginCritical();
    00845
    00846   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00847   WaitTillGeneratedWorld();
    00848
    00849   LoadIntroGame(false);
    00850
    00851   CheckForMissingGlyphs();
    00852
    00853   ScanNewGRFFiles(scanner);
    00854
    00855   _video_driver->MainLoop();
    00856
    00857   WaitTillSaved();
    00858
    00859   /* only save config if we have to */
    00860   if (save_config) {
    00861     SaveToConfig();
    00862     SaveHotkeysToConfig();
    00863     SaveToHighScore();
    00864   }
    00865
    00866 exit:
    00867   /* Reset windowing system, stop drivers, free used memory, ... */
    00868   ShutdownGame();
    00869
    00870   free(BaseGraphics::ini_set);
    00871   free(BaseSounds::ini_set);
    00872   free(BaseMusic::ini_set);
    00873   free(_ini_musicdriver);
    00874   free(_ini_sounddriver);
    00875   free(_ini_videodriver);
    00876   free(_ini_blitter);
    00877
    00878   return 0;
    00879 }
    00880
    00881 void HandleExitGameRequest()
    00882 {
    00883   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00884     _exit_game = true;
    00885   } else if (_settings_client.gui.autosave_on_exit) {
    00886     DoExitSave();
    00887     _exit_game = true;
    00888   } else {
    00889     AskExitGame();
    00890   }
    00891 }
    00892
    00893 static void MakeNewGameDone()
    00894 {
    00895   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00896
    00897   /* In a dedicated server, the server does not play */
    00898   if (!_video_driver->HasGUI()) {
    00899     SetLocalCompany(COMPANY_SPECTATOR);
    00900     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00901     return;
    00902   }
    00903
    00904   /* Create a single company */
    00905   DoStartupNewCompany(false);
    00906
    00907   Company *c = Company::Get(COMPANY_FIRST);
    00908   c->settings = _settings_client.company;
    00909
    00910   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00911
    00912   SetLocalCompany(COMPANY_FIRST);
    00913
    00914   InitializeRailGUI();
    00915
    00916 #ifdef ENABLE_NETWORK
    00917   /* We are the server, we start a new company (not dedicated),
    00918    * so set the default password *if* needed. */
    00919   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00920     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00921   }
    00922 #endif /* ENABLE_NETWORK */
    00923
    00924   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00925
    00926   MarkWholeScreenDirty();
    00927 }
    00928
    00929 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00930 {
    00931   _game_mode = GM_NORMAL;
    00932
    00933   ResetGRFConfig(true);
    00934
    00935   GenerateWorldSetCallback(&MakeNewGameDone);
    00936   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00937 }
    00938
    00939 static void MakeNewEditorWorldDone()
    00940 {
    00941   SetLocalCompany(OWNER_NONE);
    00942 }
    00943
    00944 static void MakeNewEditorWorld()
    00945 {
    00946   _game_mode = GM_EDITOR;
    00947
    00948   ResetGRFConfig(true);
    00949
    00950   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00951   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00952 }
    00953
    00964 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00965 {
    00966   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00967   GameMode ogm = _game_mode;
    00968
    00969   _game_mode = newgm;
    00970
    00971   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00972     case SL_OK: return true;
    00973
    00974     case SL_REINIT:
    00975 #ifdef ENABLE_NETWORK
    00976       if (_network_dedicated) {
    00977         /*
    00978          * We need to reinit a network map...
    00979          * We can't simply load the intro game here as that game has many
    00980          * special cases which make clients desync immediately. So we fall
    00981          * back to just generating a new game with the current settings.
    00982          */
    00983         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00984         MakeNewGame(false, true);
    00985         return false;
    00986       }
    00987       if (_network_server) {
    00988         /* We can't load the intro game as server, so disconnect first. */
    00989         NetworkDisconnect();
    00990       }
    00991 #endif /* ENABLE_NETWORK */
    00992
    00993       switch (ogm) {
    00994         default:
    00995         case GM_MENU:   LoadIntroGame();      break;
    00996         case GM_EDITOR: MakeNewEditorWorld(); break;
    00997       }
    00998       return false;
    00999
    01000     default:
    01001       _game_mode = ogm;
    01002       return false;
    01003   }
    01004 }
    01005
    01006 void SwitchToMode(SwitchMode new_mode)
    01007 {
    01008 #ifdef ENABLE_NETWORK
    01009   /* If we are saving something, the network stays in his current state */
    01010   if (new_mode != SM_SAVE_GAME) {
    01011     /* If the network is active, make it not-active */
    01012     if (_networking) {
    01013       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01014         NetworkReboot();
    01015       } else {
    01016         NetworkDisconnect();
    01017       }
    01018     }
    01019
    01020     /* If we are a server, we restart the server */
    01021     if (_is_network_server) {
    01022       /* But not if we are going to the menu */
    01023       if (new_mode != SM_MENU) {
    01024         /* check if we should reload the config */
    01025         if (_settings_client.network.reload_cfg) {
    01026           LoadFromConfig();
    01027           MakeNewgameSettingsLive();
    01028           ResetGRFConfig(false);
    01029         }
    01030         NetworkServerStart();
    01031       } else {
    01032         /* This client no longer wants to be a network-server */
    01033         _is_network_server = false;
    01034       }
    01035     }
    01036   }
    01037 #endif /* ENABLE_NETWORK */
    01038   /* Make sure all AI controllers are gone at quiting game */
    01039   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01040
    01041   switch (new_mode) {
    01042     case SM_EDITOR: // Switch to scenario editor
    01043       MakeNewEditorWorld();
    01044       break;
    01045
    01046     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01047     case SM_NEWGAME: // New Game --> 'Random game'
    01048 #ifdef ENABLE_NETWORK
    01049       if (_network_server) {
    01050         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01051       }
    01052 #endif /* ENABLE_NETWORK */
    01053       MakeNewGame(false, new_mode == SM_NEWGAME);
    01054       break;
    01055
    01056     case SM_LOAD_GAME: { // Load game, Play Scenario
    01057       ResetGRFConfig(true);
    01058       ResetWindowSystem();
    01059
    01060       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01061         SetDParamStr(0, GetSaveLoadErrorString());
    01062         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01063       } else {
    01064         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01065           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
    01066           EngineOverrideManager::ResetToCurrentNewGRFConfig();
    01067         }
    01068         /* Update the local company for a loaded game. It is either always
    01069          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01070         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01071         /* Execute the game-start script */
    01072         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01073         /* Decrease pause counter (was increased from opening load dialog) */
    01074         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01075 #ifdef ENABLE_NETWORK
    01076         if (_network_server) {
    01077           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01078         }
    01079 #endif /* ENABLE_NETWORK */
    01080       }
    01081       break;
    01082     }
    01083
    01084     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01085 #ifdef ENABLE_NETWORK
    01086       if (_network_server) {
    01087         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01088       }
    01089 #endif /* ENABLE_NETWORK */
    01090       MakeNewGame(true, true);
    01091       break;
    01092
    01093     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01094       SetLocalCompany(OWNER_NONE);
    01095
    01096       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01097       MarkWholeScreenDirty();
    01098       break;
    01099
    01100     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01101       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01102         SetLocalCompany(OWNER_NONE);
    01103         _settings_newgame.game_creation.starting_year = _cur_year;
    01104         /* Cancel the saveload pausing */
    01105         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01106       } else {
    01107         SetDParamStr(0, GetSaveLoadErrorString());
    01108         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01109       }
    01110       break;
    01111     }
    01112
    01113     case SM_MENU: // Switch to game intro menu
    01114       LoadIntroGame();
    01115       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01116         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01117         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01118       }
    01119       break;
    01120
    01121     case SM_SAVE_GAME: // Save game.
    01122       /* Make network saved games on pause compatible to singleplayer */
    01123       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01124         SetDParamStr(0, GetSaveLoadErrorString());
    01125         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01126       } else {
    01127         DeleteWindowById(WC_SAVELOAD, 0);
    01128       }
    01129       break;
    01130
    01131     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01132       MakeHeightmapScreenshot(_file_to_saveload.name);
    01133       DeleteWindowById(WC_SAVELOAD, 0);
    01134       break;
    01135
    01136     case SM_GENRANDLAND: // Generate random land within scenario editor
    01137       SetLocalCompany(OWNER_NONE);
    01138       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01139       /* XXX: set date */
    01140       MarkWholeScreenDirty();
    01141       break;
    01142
    01143     default: NOT_REACHED();
    01144   }
    01145 }
    01146
    01147
    01154 static void CheckCaches()
    01155 {
    01156   /* Return here so it is easy to add checks that are run
    01157    * always to aid testing of caches. */
    01158   if (_debug_desync_level <= 1) return;
    01159
    01160   /* Check the town caches. */
    01161   SmallVector<TownCache, 4> old_town_caches;
    01162   Town *t;
    01163   FOR_ALL_TOWNS(t) {
    01164     MemCpyT(old_town_caches.Append(), &t->cache);
    01165   }
    01166
    01167   extern void RebuildTownCaches();
    01168   RebuildTownCaches();
    01169   RebuildSubsidisedSourceAndDestinationCache();
    01170
    01171   uint i = 0;
    01172   FOR_ALL_TOWNS(t) {
    01173     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
    01174       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
    01175     }
    01176     i++;
    01177   }
    01178
    01179   /* Check company infrastructure cache. */
    01180   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01181   Company *c;
    01182   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01183
    01184   extern void AfterLoadCompanyStats();
    01185   AfterLoadCompanyStats();
    01186
    01187   i = 0;
    01188   FOR_ALL_COMPANIES(c) {
    01189     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01190       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01191     }
    01192     i++;
    01193   }
    01194
    01195   /* Strict checking of the road stop cache entries */
    01196   const RoadStop *rs;
    01197   FOR_ALL_ROADSTOPS(rs) {
    01198     if (IsStandardRoadStopTile(rs->xy)) continue;
    01199
    01200     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01201     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01202     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01203   }
    01204
    01205   Vehicle *v;
    01206   FOR_ALL_VEHICLES(v) {
    01207     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01208     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01209
    01210     uint length = 0;
    01211     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01212
    01213     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01214     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01215     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01216     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01217
    01218     length = 0;
    01219     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01220       FillNewGRFVehicleCache(u);
    01221       grf_cache[length] = u->grf_cache;
    01222       veh_cache[length] = u->vcache;
    01223       switch (u->type) {
    01224         case VEH_TRAIN:
    01225           gro_cache[length] = Train::From(u)->gcache;
    01226           tra_cache[length] = Train::From(u)->tcache;
    01227           break;
    01228         case VEH_ROAD:
    01229           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01230           break;
    01231         default:
    01232           break;
    01233       }
    01234       length++;
    01235     }
    01236
    01237     switch (v->type) {
    01238       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01239       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01240       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01241       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01242       default: break;
    01243     }
    01244
    01245     length = 0;
    01246     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01247       FillNewGRFVehicleCache(u);
    01248       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01249         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);
    01250       }
    01251       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01252         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);
    01253       }
    01254       switch (u->type) {
    01255         case VEH_TRAIN:
    01256           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01257             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);
    01258           }
    01259           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01260             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01261           }
    01262           break;
    01263         case VEH_ROAD:
    01264           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01265             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);
    01266           }
    01267           break;
    01268         default:
    01269           break;
    01270       }
    01271       length++;
    01272     }
    01273
    01274     free(grf_cache);
    01275     free(veh_cache);
    01276     free(gro_cache);
    01277     free(tra_cache);
    01278   }
    01279
    01280   /* Check whether the caches are still valid */
    01281   FOR_ALL_VEHICLES(v) {
    01282     byte buff[sizeof(VehicleCargoList)];
    01283     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01284     v->cargo.InvalidateCache();
    01285     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01286   }
    01287
    01288   Station *st;
    01289   FOR_ALL_STATIONS(st) {
    01290     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01291       byte buff[sizeof(StationCargoList)];
    01292       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01293       st->goods[c].cargo.InvalidateCache();
    01294       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01295     }
    01296   }
    01297 }
    01298
    01304 void StateGameLoop()
    01305 {
    01306   /* dont execute the state loop during pause */
    01307   if (_pause_mode != PM_UNPAUSED) {
    01308     UpdateLandscapingLimits();
    01309     Game::GameLoop();
    01310     CallWindowTickEvent();
    01311     return;
    01312   }
    01313   if (HasModalProgress()) return;
    01314
    01315   ClearStorageChanges(false);
    01316
    01317   if (_game_mode == GM_EDITOR) {
    01318     RunTileLoop();
    01319     CallVehicleTicks();
    01320     CallLandscapeTick();
    01321     ClearStorageChanges(true);
    01322     UpdateLandscapingLimits();
    01323
    01324     CallWindowTickEvent();
    01325     NewsLoop();
    01326   } else {
    01327     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01328       /* Save the desync savegame if needed. */
    01329       char name[MAX_PATH];
    01330       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01331       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01332     }
    01333
    01334     CheckCaches();
    01335
    01336     /* All these actions has to be done from OWNER_NONE
    01337      *  for multiplayer compatibility */
    01338     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01339
    01340     AnimateAnimatedTiles();
    01341     IncreaseDate();
    01342     RunTileLoop();
    01343     CallVehicleTicks();
    01344     CallLandscapeTick();
    01345     ClearStorageChanges(true);
    01346
    01347     AI::GameLoop();
    01348     Game::GameLoop();
    01349     UpdateLandscapingLimits();
    01350
    01351     CallWindowTickEvent();
    01352     NewsLoop();
    01353     cur_company.Restore();
    01354   }
    01355
    01356   assert(IsLocalCompany());
    01357 }
    01358
    01363 static void DoAutosave()
    01364 {
    01365   char buf[MAX_PATH];
    01366
    01367 #if defined(PSP)
    01368   /* Autosaving in networking is too time expensive for the PSP */
    01369   if (_networking) return;
    01370 #endif /* PSP */
    01371
    01372   if (_settings_client.gui.keep_all_autosave) {
    01373     GenerateDefaultSaveName(buf, lastof(buf));
    01374     strecat(buf, ".sav", lastof(buf));
    01375   } else {
    01376     static int _autosave_ctr = 0;
    01377
    01378     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01379     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01380
    01381     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01382   }
    01383
    01384   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01385   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01386     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01387   }
    01388 }
    01389
    01390 void GameLoop()
    01391 {
    01392   if (_game_mode == GM_BOOTSTRAP) {
    01393 #ifdef ENABLE_NETWORK
    01394     /* Check for UDP stuff */
    01395     if (_network_available) NetworkBackgroundLoop();
    01396 #endif
    01397     InputLoop();
    01398     return;
    01399   }
    01400
    01401   ProcessAsyncSaveFinish();
    01402
    01403   /* autosave game? */
    01404   if (_do_autosave) {
    01405     _do_autosave = false;
    01406     DoAutosave();
    01407     SetWindowDirty(WC_STATUS_BAR, 0);
    01408   }
    01409
    01410   /* switch game mode? */
    01411   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01412     SwitchToMode(_switch_mode);
    01413     _switch_mode = SM_NONE;
    01414   }
    01415
    01416   IncreaseSpriteLRU();
    01417   InteractiveRandom();
    01418
    01419   extern int _caret_timer;
    01420   _caret_timer += 3;
    01421   CursorTick();
    01422
    01423 #ifdef ENABLE_NETWORK
    01424   /* Check for UDP stuff */
    01425   if (_network_available) NetworkBackgroundLoop();
    01426
    01427   if (_networking && !HasModalProgress()) {
    01428     /* Multiplayer */
    01429     NetworkGameLoop();
    01430   } else {
    01431     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01432       /* This means that we want to reconnect to the last host
    01433        * We do this here, because it means that the network is really closed */
    01434       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01435     }
    01436     /* Singleplayer */
    01437     StateGameLoop();
    01438   }
    01439
    01440   /* Check chat messages roughly once a second. */
    01441   static uint check_message = 0;
    01442   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01443     check_message = 0;
    01444     NetworkChatMessageLoop();
    01445   }
    01446 #else
    01447   StateGameLoop();
    01448 #endif /* ENABLE_NETWORK */
    01449
    01450   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01451
    01452   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01453
    01454   InputLoop();
    01455
    01456   _sound_driver->MainLoop();
    01457   MusicLoop();
    01458 }