openttd.cpp

Go to the documentation of this file.
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 "gui.h"
00021 #include "sound_func.h"
00022 #include "window_func.h"
00023 
00024 #include "base_media_base.h"
00025 #include "saveload/saveload.h"
00026 #include "company_func.h"
00027 #include "command_func.h"
00028 #include "news_func.h"
00029 #include "fios.h"
00030 #include "aircraft.h"
00031 #include "roadveh.h"
00032 #include "train.h"
00033 #include "ship.h"
00034 #include "console_func.h"
00035 #include "screenshot.h"
00036 #include "network/network.h"
00037 #include "network/network_func.h"
00038 #include "signs_base.h"
00039 #include "ai/ai.hpp"
00040 #include "ai/ai_config.hpp"
00041 #include "settings_func.h"
00042 #include "genworld.h"
00043 #include "progress.h"
00044 #include "group.h"
00045 #include "strings_func.h"
00046 #include "date_func.h"
00047 #include "vehicle_func.h"
00048 #include "gamelog.h"
00049 #include "animated_tile_func.h"
00050 #include "roadstop_base.h"
00051 #include "elrail_func.h"
00052 #include "rev.h"
00053 #include "highscore.h"
00054 #include "thread/thread.h"
00055 #include "station_base.h"
00056 #include "crashlog.h"
00057 #include "engine_func.h"
00058 #include "core/random_func.hpp"
00059 #include "rail_gui.h"
00060 #include "core/backup_type.hpp"
00061 #include "hotkeys.h"
00062 #include "newgrf.h"
00063 #include "misc/getoptdata.h"
00064 
00065 
00066 #include "town.h"
00067 #include "industry.h"
00068 
00069 #include "linkgraph/linkgraph.h"
00070 
00071 #include <stdarg.h>
00072 
00073 #include "table/strings.h"
00074 
00076 StringID _switch_mode_errorstr;
00077 
00078 void CallLandscapeTick();
00079 void IncreaseDate();
00080 void DoPaletteAnimations();
00081 void MusicLoop();
00082 void ResetMusic();
00083 void CallWindowTickEvent();
00084 bool HandleBootstrap();
00085 
00086 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00087 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00088 extern void ShowOSErrorBox(const char *buf, bool system);
00089 extern char *_config_file;
00090 
00096 void CDECL usererror(const char *s, ...)
00097 {
00098   va_list va;
00099   char buf[512];
00100 
00101   va_start(va, s);
00102   vsnprintf(buf, lengthof(buf), s, va);
00103   va_end(va);
00104 
00105   ShowOSErrorBox(buf, false);
00106   if (_video_driver != NULL) _video_driver->Stop();
00107 
00108   exit(1);
00109 }
00110 
00116 void CDECL error(const char *s, ...)
00117 {
00118   va_list va;
00119   char buf[512];
00120 
00121   va_start(va, s);
00122   vsnprintf(buf, lengthof(buf), s, va);
00123   va_end(va);
00124 
00125   ShowOSErrorBox(buf, true);
00126 
00127   /* Set the error message for the crash log and then invoke it. */
00128   CrashLog::SetErrorMessage(buf);
00129   abort();
00130 }
00131 
00136 void CDECL ShowInfoF(const char *str, ...)
00137 {
00138   va_list va;
00139   char buf[1024];
00140   va_start(va, str);
00141   vsnprintf(buf, lengthof(buf), str, va);
00142   va_end(va);
00143   ShowInfo(buf);
00144 }
00145 
00149 static void ShowHelp()
00150 {
00151   char buf[8192];
00152   char *p = buf;
00153 
00154   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00155   p = strecpy(p,
00156     "\n"
00157     "\n"
00158     "Command line options:\n"
00159     "  -v drv              = Set video driver (see below)\n"
00160     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00161     "  -m drv              = Set music driver (see below)\n"
00162     "  -b drv              = Set the blitter to use (see below)\n"
00163     "  -r res              = Set resolution (for instance 800x600)\n"
00164     "  -h                  = Display this help text\n"
00165     "  -t year             = Set starting year\n"
00166     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00167     "  -e                  = Start Editor\n"
00168     "  -g [savegame]       = Start new/save game immediately\n"
00169     "  -G seed             = Set random seed\n"
00170 #if defined(ENABLE_NETWORK)
00171     "  -n [ip:port#company]= Start networkgame\n"
00172     "  -p password         = Password to join server\n"
00173     "  -P password         = Password to join company\n"
00174     "  -D [ip][:port]      = Start dedicated server\n"
00175     "  -l ip[:port]        = Redirect DEBUG()\n"
00176 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00177     "  -f                  = Fork into the background (dedicated only)\n"
00178 #endif
00179 #endif /* ENABLE_NETWORK */
00180     "  -I graphics_set     = Force the graphics set (see below)\n"
00181     "  -S sounds_set       = Force the sounds set (see below)\n"
00182     "  -M music_set        = Force the music set (see below)\n"
00183     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00184     "  -x                  = Do not automatically save to config file on exit\n"
00185     "  -q savegame         = Write some information about the savegame and exit\n"
00186     "\n",
00187     lastof(buf)
00188   );
00189 
00190   /* List the graphics packs */
00191   p = BaseGraphics::GetSetsList(p, lastof(buf));
00192 
00193   /* List the sounds packs */
00194   p = BaseSounds::GetSetsList(p, lastof(buf));
00195 
00196   /* List the music packs */
00197   p = BaseMusic::GetSetsList(p, lastof(buf));
00198 
00199   /* List the drivers */
00200   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00201 
00202   /* List the blitters */
00203   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00204 
00205   /* We need to initialize the AI, so it finds the AIs */
00206   AI::Initialize();
00207   p = AI::GetConsoleList(p, lastof(buf), true);
00208   AI::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 AI */
00292   AI::Uninitialize(false);
00293 
00294   /* Uninitialize variables that are allocated dynamically */
00295   GamelogReset();
00296 
00297   /* Reinitialize the link graphs to forcibly stop the threads.
00298    * If a link graph thread is running while the link graph handlers are
00299    * deleted we get a crash.
00300    */
00301   InitializeLinkGraphs();
00302 
00303 #ifdef ENABLE_NETWORK
00304   free(_config_file);
00305 #endif
00306 
00307   PoolBase::Clean(PT_ALL);
00308 
00309   /* No NewGRFs were loaded when it was still bootstrapping. */
00310   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00311 
00312   /* Close all and any open filehandles */
00313   FioCloseAll();
00314 
00315   UninitFreeType();
00316 }
00317 
00322 static void LoadIntroGame(bool load_newgrfs = true)
00323 {
00324   _game_mode = GM_MENU;
00325 
00326   if (load_newgrfs) ResetGRFConfig(false);
00327 
00328   /* Setup main window */
00329   ResetWindowSystem();
00330   SetupColoursAndInitialWindow();
00331 
00332   /* Load the default opening screen savegame */
00333   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00334     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00335     WaitTillGeneratedWorld();
00336     SetLocalCompany(COMPANY_SPECTATOR);
00337   } else {
00338     SetLocalCompany(COMPANY_FIRST);
00339   }
00340 
00341   _pause_mode = PM_UNPAUSED;
00342   _cursor.fix_at = false;
00343 
00344   CheckForMissingSprites();
00345   CheckForMissingGlyphs();
00346 
00347   /* Play main theme */
00348   if (_music_driver->IsSongPlaying()) ResetMusic();
00349 }
00350 
00351 void MakeNewgameSettingsLive()
00352 {
00353   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00354     if (_settings_game.ai_config[c] != NULL) {
00355       delete _settings_game.ai_config[c];
00356     }
00357   }
00358 
00359   /* Copy newgame settings to active settings.
00360    * Also initialise old settings needed for savegame conversion. */
00361   _settings_game = _settings_newgame;
00362   _old_vds = _settings_client.company.vehicle;
00363 
00364   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00365     _settings_game.ai_config[c] = NULL;
00366     if (_settings_newgame.ai_config[c] != NULL) {
00367       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00368     }
00369   }
00370 }
00371 
00373 struct AfterNewGRFScan : NewGRFScanCallback {
00374   Year startyear;                    
00375   uint generation_seed;              
00376   char *dedicated_host;              
00377   uint16 dedicated_port;             
00378   char *network_conn;                
00379   const char *join_server_password;  
00380   const char *join_company_password; 
00381   bool *save_config_ptr;             
00382   bool save_config;                  
00383 
00389   AfterNewGRFScan(bool *save_config_ptr) :
00390       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00391       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00392       join_server_password(NULL), join_company_password(NULL),
00393       save_config_ptr(save_config_ptr), save_config(true)
00394   {
00395   }
00396 
00397   virtual void OnNewGRFsScanned()
00398   {
00399     ResetGRFConfig(false);
00400 
00401     TarScanner::DoScan(TarScanner::SCENARIO);
00402 
00403     AI::Initialize();
00404 
00405     /* We want the new (correct) NewGRF count to survive the loading. */
00406     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00407     LoadFromConfig();
00408     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00409     /* Since the default for the palette might have changed due to
00410      * reading the configuration file, recalculate that now. */
00411     UpdateNewGRFConfigPalette();
00412 
00413     AI::Uninitialize(true);
00414     CheckConfig();
00415     LoadFromHighScore();
00416     LoadHotkeysFromConfig();
00417 
00418     /* We have loaded the config, so we may possibly save it. */
00419     *save_config_ptr = save_config;
00420 
00421 
00422     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00423     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00424 
00425 #if defined(ENABLE_NETWORK)
00426     if (dedicated_host != NULL) {
00427       _network_bind_list.Clear();
00428       *_network_bind_list.Append() = strdup(dedicated_host);
00429     }
00430     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00431 #endif /* ENABLE_NETWORK */
00432 
00433     /* initialize the ingame console */
00434     IConsoleInit();
00435     InitializeGUI();
00436     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00437 
00438     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00439     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00440 
00441 #ifdef ENABLE_NETWORK
00442     if (_network_available && network_conn != NULL) {
00443       const char *port = NULL;
00444       const char *company = NULL;
00445       uint16 rport = NETWORK_DEFAULT_PORT;
00446       CompanyID join_as = COMPANY_NEW_COMPANY;
00447 
00448       ParseConnectionString(&company, &port, network_conn);
00449 
00450       if (company != NULL) {
00451         join_as = (CompanyID)atoi(company);
00452 
00453         if (join_as != COMPANY_SPECTATOR) {
00454           join_as--;
00455           if (join_as >= MAX_COMPANIES) {
00456             delete this;
00457             return;
00458           }
00459         }
00460       }
00461       if (port != NULL) rport = atoi(port);
00462 
00463       LoadIntroGame();
00464       _switch_mode = SM_NONE;
00465       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00466     }
00467 #endif /* ENABLE_NETWORK */
00468 
00469     /* After the scan we're not used anymore. */
00470     delete this;
00471   }
00472 };
00473 
00474 #if defined(UNIX) && !defined(__MORPHOS__)
00475 extern void DedicatedFork();
00476 #endif
00477 
00479 static const OptionData _options[] = {
00480    GETOPT_SHORT_VALUE('I'),
00481    GETOPT_SHORT_VALUE('S'),
00482    GETOPT_SHORT_VALUE('M'),
00483    GETOPT_SHORT_VALUE('m'),
00484    GETOPT_SHORT_VALUE('s'),
00485    GETOPT_SHORT_VALUE('v'),
00486    GETOPT_SHORT_VALUE('b'),
00487 #if defined(ENABLE_NETWORK)
00488   GETOPT_SHORT_OPTVAL('D'),
00489   GETOPT_SHORT_OPTVAL('n'),
00490    GETOPT_SHORT_VALUE('l'),
00491    GETOPT_SHORT_VALUE('p'),
00492    GETOPT_SHORT_VALUE('P'),
00493 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00494    GETOPT_SHORT_NOVAL('f'),
00495 #endif
00496 #endif /* ENABLE_NETWORK */
00497    GETOPT_SHORT_VALUE('r'),
00498    GETOPT_SHORT_VALUE('t'),
00499   GETOPT_SHORT_OPTVAL('d'),
00500    GETOPT_SHORT_NOVAL('e'),
00501   GETOPT_SHORT_OPTVAL('g'),
00502    GETOPT_SHORT_VALUE('G'),
00503    GETOPT_SHORT_VALUE('c'),
00504    GETOPT_SHORT_NOVAL('x'),
00505    GETOPT_SHORT_VALUE('q'),
00506    GETOPT_SHORT_NOVAL('h'),
00507   GETOPT_END()
00508 };
00509 
00510 
00511 int ttd_main(int argc, char *argv[])
00512 {
00513   char *musicdriver = NULL;
00514   char *sounddriver = NULL;
00515   char *videodriver = NULL;
00516   char *blitter = NULL;
00517   char *graphics_set = NULL;
00518   char *sounds_set = NULL;
00519   char *music_set = NULL;
00520   Dimension resolution = {0, 0};
00521   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00522   bool save_config = false;
00523   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00524 #if defined(ENABLE_NETWORK)
00525   bool dedicated = false;
00526   char *debuglog_conn = NULL;
00527 
00528   extern bool _dedicated_forks;
00529   _dedicated_forks = false;
00530 #endif /* ENABLE_NETWORK */
00531 
00532   _game_mode = GM_MENU;
00533   _switch_mode = SM_MENU;
00534   _switch_mode_errorstr = INVALID_STRING_ID;
00535   _config_file = NULL;
00536 
00537   GetOptData mgo(argc - 1, argv + 1, _options);
00538 
00539   int i;
00540   while ((i = mgo.GetOpt()) != -1) {
00541     switch (i) {
00542     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00543     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00544     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00545     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00546     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00547     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00548     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00549 #if defined(ENABLE_NETWORK)
00550     case 'D':
00551       free(musicdriver);
00552       free(sounddriver);
00553       free(videodriver);
00554       free(blitter);
00555       musicdriver = strdup("null");
00556       sounddriver = strdup("null");
00557       videodriver = strdup("dedicated");
00558       blitter = strdup("null");
00559       dedicated = true;
00560       SetDebugString("net=6");
00561       if (mgo.opt != NULL) {
00562         /* Use the existing method for parsing (openttd -n).
00563          * However, we do ignore the #company part. */
00564         const char *temp = NULL;
00565         const char *port = NULL;
00566         ParseConnectionString(&temp, &port, mgo.opt);
00567         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00568         if (port != NULL) scanner->dedicated_port = atoi(port);
00569       }
00570       break;
00571     case 'f': _dedicated_forks = true; break;
00572     case 'n':
00573       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00574       break;
00575     case 'l':
00576       debuglog_conn = mgo.opt;
00577       break;
00578     case 'p':
00579       scanner->join_server_password = mgo.opt;
00580       break;
00581     case 'P':
00582       scanner->join_company_password = mgo.opt;
00583       break;
00584 #endif /* ENABLE_NETWORK */
00585     case 'r': ParseResolution(&resolution, mgo.opt); break;
00586     case 't': scanner->startyear = atoi(mgo.opt); break;
00587     case 'd': {
00588 #if defined(WIN32)
00589         CreateConsole();
00590 #endif
00591         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00592         break;
00593       }
00594     case 'e': _switch_mode = SM_EDITOR; break;
00595     case 'g':
00596       if (mgo.opt != NULL) {
00597         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00598         _switch_mode = SM_LOAD_GAME;
00599         _file_to_saveload.mode = SL_LOAD;
00600 
00601         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00602         const char *t = strrchr(_file_to_saveload.name, '.');
00603         if (t != NULL) {
00604           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00605           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00606         }
00607 
00608         break;
00609       }
00610 
00611       _switch_mode = SM_NEWGAME;
00612       /* Give a random map if no seed has been given */
00613       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00614         scanner->generation_seed = InteractiveRandom();
00615       }
00616       break;
00617     case 'q': {
00618       DeterminePaths(argv[0]);
00619       if (StrEmpty(mgo.opt)) return 1;
00620       char title[80];
00621       title[0] = '\0';
00622       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00623 
00624       _load_check_data.Clear();
00625       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00626       if (res != SL_OK || _load_check_data.HasErrors()) {
00627         fprintf(stderr, "Failed to open savegame\n");
00628         if (_load_check_data.HasErrors()) {
00629           char buf[256];
00630           SetDParamStr(0, _load_check_data.error_data);
00631           GetString(buf, _load_check_data.error, lastof(buf));
00632           fprintf(stderr, "%s\n", buf);
00633         }
00634         return 1;
00635       }
00636 
00637       WriteSavegameInfo(title);
00638 
00639       return 0;
00640     }
00641     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00642     case 'c': _config_file = strdup(mgo.opt); break;
00643     case 'x': scanner->save_config = false; break;
00644     case 'h':
00645       i = -2; // Force printing of help.
00646       break;
00647     }
00648     if (i == -2) break;
00649   }
00650 
00651   if (i == -2 || mgo.numleft > 0) {
00652     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00653      * In all cases, print the help, and exit.
00654      *
00655      * The next two functions are needed to list the graphics sets. We can't do them earlier
00656      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00657     DeterminePaths(argv[0]);
00658     TarScanner::DoScan(TarScanner::BASESET);
00659     BaseGraphics::FindSets();
00660     BaseSounds::FindSets();
00661     BaseMusic::FindSets();
00662     ShowHelp();
00663     delete scanner;
00664     return 0;
00665   }
00666 
00667 #if defined(WINCE) && defined(_DEBUG)
00668   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00669   SetDebugString("4");
00670 #endif
00671 
00672   DeterminePaths(argv[0]);
00673   TarScanner::DoScan(TarScanner::BASESET);
00674 
00675 #if defined(ENABLE_NETWORK)
00676   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00677   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00678 
00679 #if defined(UNIX) && !defined(__MORPHOS__)
00680   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00681   if (_dedicated_forks) DedicatedFork();
00682 #endif
00683 #endif
00684 
00685   LoadFromConfig(true);
00686 
00687   if (resolution.width != 0) _cur_resolution = resolution;
00688 
00689   /*
00690    * The width and height must be at least 1 pixel and width times
00691    * height times bytes per pixel must still fit within a 32 bits
00692    * integer, even for 32 bpp video modes. This way all internal
00693    * drawing routines work correctly.
00694    */
00695   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00696   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00697 
00698   /* Assume the cursor starts within the game as not all video drivers
00699    * get an event that the cursor is within the window when it is opened.
00700    * Saying the cursor is there makes no visible difference as it would
00701    * just be out of the bounds of the window. */
00702   _cursor.in_window = true;
00703 
00704   /* enumerate language files */
00705   InitializeLanguagePacks();
00706 
00707   /* Initialize the regular font for FreeType */
00708   InitFreeType(false);
00709 
00710   /* This must be done early, since functions use the SetWindowDirty* calls */
00711   InitWindowSystem();
00712 
00713   BaseGraphics::FindSets();
00714   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00715   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
00716     usererror("Failed to select requested graphics set '%s'", graphics_set);
00717   }
00718   free(graphics_set);
00719 
00720   /* Initialize game palette */
00721   GfxInitPalettes();
00722 
00723   DEBUG(misc, 1, "Loading blitter...");
00724   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00725   _blitter_autodetected = StrEmpty(blitter);
00726   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00727   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00728     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00729       StrEmpty(blitter) ?
00730         usererror("Failed to autoprobe blitter") :
00731         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00732     }
00733   }
00734   free(blitter);
00735 
00736   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00737   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00738   if (_video_driver == NULL) {
00739     StrEmpty(videodriver) ?
00740       usererror("Failed to autoprobe video driver") :
00741       usererror("Failed to select requested video driver '%s'", videodriver);
00742   }
00743   free(videodriver);
00744 
00745   /* Initialize the zoom level of the screen to normal */
00746   _screen.zoom = ZOOM_LVL_NORMAL;
00747 
00748   NetworkStartUp(); // initialize network-core
00749 
00750 #if defined(ENABLE_NETWORK)
00751   if (debuglog_conn != NULL && _network_available) {
00752     const char *not_used = NULL;
00753     const char *port = NULL;
00754     uint16 rport;
00755 
00756     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00757 
00758     ParseConnectionString(&not_used, &port, debuglog_conn);
00759     if (port != NULL) rport = atoi(port);
00760 
00761     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00762   }
00763 #endif /* ENABLE_NETWORK */
00764 
00765   if (!HandleBootstrap()) goto exit;
00766 
00767   _video_driver->ClaimMousePointer();
00768 
00769   /* initialize screenshot formats */
00770   InitializeScreenshotFormats();
00771 
00772   BaseSounds::FindSets();
00773   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00774   if (!BaseSounds::SetSet(sounds_set)) {
00775     StrEmpty(sounds_set) ?
00776       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00777       usererror("Failed to select requested sounds set '%s'", sounds_set);
00778   }
00779   free(sounds_set);
00780 
00781   BaseMusic::FindSets();
00782   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00783   if (!BaseMusic::SetSet(music_set)) {
00784     StrEmpty(music_set) ?
00785       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00786       usererror("Failed to select requested music set '%s'", music_set);
00787   }
00788   free(music_set);
00789 
00790   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00791   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00792   if (_sound_driver == NULL) {
00793     StrEmpty(sounddriver) ?
00794       usererror("Failed to autoprobe sound driver") :
00795       usererror("Failed to select requested sound driver '%s'", sounddriver);
00796   }
00797   free(sounddriver);
00798 
00799   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00800   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00801   if (_music_driver == NULL) {
00802     StrEmpty(musicdriver) ?
00803       usererror("Failed to autoprobe music driver") :
00804       usererror("Failed to select requested music driver '%s'", musicdriver);
00805   }
00806   free(musicdriver);
00807 
00808   /* restore saved music volume */
00809   _music_driver->SetVolume(_settings_client.music.music_vol);
00810 
00811   /* Take our initial lock on whatever we might want to do! */
00812   _modal_progress_paint_mutex->BeginCritical();
00813   _modal_progress_work_mutex->BeginCritical();
00814 
00815   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00816   WaitTillGeneratedWorld();
00817 
00818   LoadIntroGame(false);
00819 
00820   CheckForMissingGlyphs();
00821 
00822   ScanNewGRFFiles(scanner);
00823 
00824   _video_driver->MainLoop();
00825 
00826   WaitTillSaved();
00827 
00828   /* only save config if we have to */
00829   if (save_config) {
00830     SaveToConfig();
00831     SaveHotkeysToConfig();
00832     SaveToHighScore();
00833   }
00834 
00835 exit:
00836   /* Reset windowing system, stop drivers, free used memory, ... */
00837   ShutdownGame();
00838 
00839   free(BaseGraphics::ini_set);
00840   free(BaseSounds::ini_set);
00841   free(BaseMusic::ini_set);
00842   free(_ini_musicdriver);
00843   free(_ini_sounddriver);
00844   free(_ini_videodriver);
00845   free(_ini_blitter);
00846 
00847   return 0;
00848 }
00849 
00850 void HandleExitGameRequest()
00851 {
00852   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00853     _exit_game = true;
00854   } else if (_settings_client.gui.autosave_on_exit) {
00855     DoExitSave();
00856     _exit_game = true;
00857   } else {
00858     AskExitGame();
00859   }
00860 }
00861 
00862 static void MakeNewGameDone()
00863 {
00864   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00865 
00866   /* In a dedicated server, the server does not play */
00867   if (!_video_driver->HasGUI()) {
00868     SetLocalCompany(COMPANY_SPECTATOR);
00869     IConsoleCmdExec("exec scripts/game_start.scr 0");
00870     return;
00871   }
00872 
00873   /* Create a single company */
00874   DoStartupNewCompany(false);
00875 
00876   Company *c = Company::Get(COMPANY_FIRST);
00877   c->settings = _settings_client.company;
00878 
00879   IConsoleCmdExec("exec scripts/game_start.scr 0");
00880 
00881   SetLocalCompany(COMPANY_FIRST);
00882 
00883   InitializeRailGUI();
00884 
00885 #ifdef ENABLE_NETWORK
00886   /* We are the server, we start a new company (not dedicated),
00887    * so set the default password *if* needed. */
00888   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00889     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00890   }
00891 #endif /* ENABLE_NETWORK */
00892 
00893   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00894 
00895   MarkWholeScreenDirty();
00896 }
00897 
00898 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00899 {
00900   _game_mode = GM_NORMAL;
00901 
00902   ResetGRFConfig(true);
00903 
00904   GenerateWorldSetCallback(&MakeNewGameDone);
00905   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00906 }
00907 
00908 static void MakeNewEditorWorldDone()
00909 {
00910   SetLocalCompany(OWNER_NONE);
00911 }
00912 
00913 static void MakeNewEditorWorld()
00914 {
00915   _game_mode = GM_EDITOR;
00916 
00917   ResetGRFConfig(true);
00918 
00919   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00920   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00921 }
00922 
00933 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00934 {
00935   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00936   GameMode ogm = _game_mode;
00937 
00938   _game_mode = newgm;
00939 
00940   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00941     case SL_OK: return true;
00942 
00943     case SL_REINIT:
00944 #ifdef ENABLE_NETWORK
00945       if (_network_dedicated) {
00946         /*
00947          * We need to reinit a network map...
00948          * We can't simply load the intro game here as that game has many
00949          * special cases which make clients desync immediately. So we fall
00950          * back to just generating a new game with the current settings.
00951          */
00952         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00953         MakeNewGame(false, true);
00954         return false;
00955       }
00956       if (_network_server) {
00957         /* We can't load the intro game as server, so disconnect first. */
00958         NetworkDisconnect();
00959       }
00960 #endif /* ENABLE_NETWORK */
00961 
00962       switch (ogm) {
00963         default:
00964         case GM_MENU:   LoadIntroGame();      break;
00965         case GM_EDITOR: MakeNewEditorWorld(); break;
00966       }
00967       return false;
00968 
00969     default:
00970       _game_mode = ogm;
00971       return false;
00972   }
00973 }
00974 
00975 void SwitchToMode(SwitchMode new_mode)
00976 {
00977 #ifdef ENABLE_NETWORK
00978   /* If we are saving something, the network stays in his current state */
00979   if (new_mode != SM_SAVE_GAME) {
00980     /* If the network is active, make it not-active */
00981     if (_networking) {
00982       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00983         NetworkReboot();
00984       } else {
00985         NetworkDisconnect();
00986       }
00987     }
00988 
00989     /* If we are a server, we restart the server */
00990     if (_is_network_server) {
00991       /* But not if we are going to the menu */
00992       if (new_mode != SM_MENU) {
00993         /* check if we should reload the config */
00994         if (_settings_client.network.reload_cfg) {
00995           LoadFromConfig();
00996           MakeNewgameSettingsLive();
00997           ResetGRFConfig(false);
00998         }
00999         NetworkServerStart();
01000       } else {
01001         /* This client no longer wants to be a network-server */
01002         _is_network_server = false;
01003       }
01004     }
01005   }
01006 #endif /* ENABLE_NETWORK */
01007   /* Make sure all AI controllers are gone at quiting game */
01008   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01009 
01010   switch (new_mode) {
01011     case SM_EDITOR: // Switch to scenario editor
01012       MakeNewEditorWorld();
01013       break;
01014 
01015     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01016     case SM_NEWGAME: // New Game --> 'Random game'
01017 #ifdef ENABLE_NETWORK
01018       if (_network_server) {
01019         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01020       }
01021 #endif /* ENABLE_NETWORK */
01022       MakeNewGame(false, new_mode == SM_NEWGAME);
01023       break;
01024 
01025     case SM_LOAD_GAME: { // Load game, Play Scenario
01026       ResetGRFConfig(true);
01027       ResetWindowSystem();
01028 
01029       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01030         SetDParamStr(0, GetSaveLoadErrorString());
01031         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01032       } else {
01033         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01034           StartupEngines();
01035         }
01036         /* Update the local company for a loaded game. It is either always
01037          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01038         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01039         /* Execute the game-start script */
01040         IConsoleCmdExec("exec scripts/game_start.scr 0");
01041         /* Decrease pause counter (was increased from opening load dialog) */
01042         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01043 #ifdef ENABLE_NETWORK
01044         if (_network_server) {
01045           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01046         }
01047 #endif /* ENABLE_NETWORK */
01048       }
01049       break;
01050     }
01051 
01052     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01053 #ifdef ENABLE_NETWORK
01054       if (_network_server) {
01055         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01056       }
01057 #endif /* ENABLE_NETWORK */
01058       MakeNewGame(true, true);
01059       break;
01060 
01061     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01062       SetLocalCompany(OWNER_NONE);
01063 
01064       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01065       MarkWholeScreenDirty();
01066       break;
01067 
01068     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01069       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01070         SetLocalCompany(OWNER_NONE);
01071         _settings_newgame.game_creation.starting_year = _cur_year;
01072         /* Cancel the saveload pausing */
01073         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01074       } else {
01075         SetDParamStr(0, GetSaveLoadErrorString());
01076         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01077       }
01078       break;
01079     }
01080 
01081     case SM_MENU: // Switch to game intro menu
01082       LoadIntroGame();
01083       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01084         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01085         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01086       }
01087       break;
01088 
01089     case SM_SAVE_GAME: // Save game.
01090       /* Make network saved games on pause compatible to singleplayer */
01091       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01092         SetDParamStr(0, GetSaveLoadErrorString());
01093         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01094       } else {
01095         DeleteWindowById(WC_SAVELOAD, 0);
01096       }
01097       break;
01098 
01099     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01100       MakeHeightmapScreenshot(_file_to_saveload.name);
01101       DeleteWindowById(WC_SAVELOAD, 0);
01102       break;
01103 
01104     case SM_GENRANDLAND: // Generate random land within scenario editor
01105       SetLocalCompany(OWNER_NONE);
01106       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01107       /* XXX: set date */
01108       MarkWholeScreenDirty();
01109       break;
01110 
01111     default: NOT_REACHED();
01112   }
01113 
01114   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01115     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
01116     _switch_mode_errorstr = INVALID_STRING_ID;
01117   }
01118 }
01119 
01120 
01127 static void CheckCaches()
01128 {
01129   /* Check company infrastructure cache. */
01130   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01131   Company *c;
01132   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01133 
01134   extern void AfterLoadCompanyStats();
01135   AfterLoadCompanyStats();
01136 
01137   uint i = 0;
01138   FOR_ALL_COMPANIES(c) {
01139     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01140       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01141     }
01142     i++;
01143   }
01144 
01145   /* Return here so it is easy to add checks that are run
01146    * always to aid testing of caches. */
01147   if (_debug_desync_level <= 1) return;
01148 
01149   /* Strict checking of the road stop cache entries */
01150   const RoadStop *rs;
01151   FOR_ALL_ROADSTOPS(rs) {
01152     if (IsStandardRoadStopTile(rs->xy)) continue;
01153 
01154     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01155     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01156     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01157   }
01158 
01159   Vehicle *v;
01160   FOR_ALL_VEHICLES(v) {
01161     extern void FillNewGRFVehicleCache(const Vehicle *v);
01162     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01163 
01164     uint length = 0;
01165     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01166 
01167     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01168     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01169     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01170     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01171 
01172     length = 0;
01173     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01174       FillNewGRFVehicleCache(u);
01175       grf_cache[length] = u->grf_cache;
01176       veh_cache[length] = u->vcache;
01177       switch (u->type) {
01178         case VEH_TRAIN:
01179           gro_cache[length] = Train::From(u)->gcache;
01180           tra_cache[length] = Train::From(u)->tcache;
01181           break;
01182         case VEH_ROAD:
01183           gro_cache[length] = RoadVehicle::From(u)->gcache;
01184           break;
01185         default:
01186           break;
01187       }
01188       length++;
01189     }
01190 
01191     switch (v->type) {
01192       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01193       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01194       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01195       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01196       default: break;
01197     }
01198 
01199     length = 0;
01200     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01201       FillNewGRFVehicleCache(u);
01202       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01203         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);
01204       }
01205       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01206         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);
01207       }
01208       switch (u->type) {
01209         case VEH_TRAIN:
01210           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01211             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);
01212           }
01213           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01214             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01215           }
01216           break;
01217         case VEH_ROAD:
01218           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01219             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);
01220           }
01221           break;
01222         default:
01223           break;
01224       }
01225       length++;
01226     }
01227 
01228     free(grf_cache);
01229     free(veh_cache);
01230     free(gro_cache);
01231     free(tra_cache);
01232   }
01233 
01234   /* Check whether the caches are still valid */
01235   FOR_ALL_VEHICLES(v) {
01236     byte buff[sizeof(VehicleCargoList)];
01237     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01238     v->cargo.InvalidateCache();
01239     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01240   }
01241 
01242   Station *st;
01243   FOR_ALL_STATIONS(st) {
01244     for (CargoID c = 0; c < NUM_CARGO; c++) {
01245       byte buff[sizeof(StationCargoList)];
01246       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01247       st->goods[c].cargo.InvalidateCache();
01248       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01249     }
01250   }
01251 }
01252 
01258 void StateGameLoop()
01259 {
01260   /* dont execute the state loop during pause */
01261   if (_pause_mode != PM_UNPAUSED) {
01262     UpdateLandscapingLimits();
01263     CallWindowTickEvent();
01264     return;
01265   }
01266   if (HasModalProgress()) return;
01267 
01268   ClearStorageChanges(false);
01269 
01270   if (_game_mode == GM_EDITOR) {
01271     RunTileLoop();
01272     CallVehicleTicks();
01273     CallLandscapeTick();
01274     ClearStorageChanges(true);
01275     UpdateLandscapingLimits();
01276 
01277     CallWindowTickEvent();
01278     NewsLoop();
01279   } else {
01280     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01281       /* Save the desync savegame if needed. */
01282       char name[MAX_PATH];
01283       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01284       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01285     }
01286 
01287     CheckCaches();
01288 
01289     /* All these actions has to be done from OWNER_NONE
01290      *  for multiplayer compatibility */
01291     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01292 
01293     AnimateAnimatedTiles();
01294     IncreaseDate();
01295     RunTileLoop();
01296     CallVehicleTicks();
01297     CallLandscapeTick();
01298     ClearStorageChanges(true);
01299 
01300     AI::GameLoop();
01301     UpdateLandscapingLimits();
01302 
01303     CallWindowTickEvent();
01304     NewsLoop();
01305     cur_company.Restore();
01306   }
01307 
01308   assert(IsLocalCompany());
01309 }
01310 
01315 static void DoAutosave()
01316 {
01317   char buf[MAX_PATH];
01318 
01319 #if defined(PSP)
01320   /* Autosaving in networking is too time expensive for the PSP */
01321   if (_networking) return;
01322 #endif /* PSP */
01323 
01324   if (_settings_client.gui.keep_all_autosave) {
01325     GenerateDefaultSaveName(buf, lastof(buf));
01326     strecat(buf, ".sav", lastof(buf));
01327   } else {
01328     static int _autosave_ctr = 0;
01329 
01330     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01331     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01332 
01333     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01334   }
01335 
01336   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01337   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01338     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01339   }
01340 }
01341 
01342 void GameLoop()
01343 {
01344   if (_game_mode == GM_BOOTSTRAP) {
01345 #ifdef ENABLE_NETWORK
01346     /* Check for UDP stuff */
01347     if (_network_available) NetworkUDPGameLoop();
01348 #endif
01349     InputLoop();
01350     return;
01351   }
01352 
01353   ProcessAsyncSaveFinish();
01354 
01355   /* autosave game? */
01356   if (_do_autosave) {
01357     _do_autosave = false;
01358     DoAutosave();
01359     SetWindowDirty(WC_STATUS_BAR, 0);
01360   }
01361 
01362   /* switch game mode? */
01363   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01364     SwitchToMode(_switch_mode);
01365     _switch_mode = SM_NONE;
01366   }
01367 
01368   IncreaseSpriteLRU();
01369   InteractiveRandom();
01370 
01371   extern int _caret_timer;
01372   _caret_timer += 3;
01373   CursorTick();
01374 
01375 #ifdef ENABLE_NETWORK
01376   /* Check for UDP stuff */
01377   if (_network_available) NetworkUDPGameLoop();
01378 
01379   if (_networking && !HasModalProgress()) {
01380     /* Multiplayer */
01381     NetworkGameLoop();
01382   } else {
01383     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01384       /* This means that we want to reconnect to the last host
01385        * We do this here, because it means that the network is really closed */
01386       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01387     }
01388     /* Singleplayer */
01389     StateGameLoop();
01390   }
01391 
01392   /* Check chat messages roughly once a second. */
01393   static uint check_message = 0;
01394   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01395     check_message = 0;
01396     NetworkChatMessageLoop();
01397   }
01398 #else
01399   StateGameLoop();
01400 #endif /* ENABLE_NETWORK */
01401 
01402   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01403 
01404   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01405 
01406   InputLoop();
01407 
01408   _sound_driver->MainLoop();
01409   MusicLoop();
01410 }