openttd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "error.h"
00021 #include "gui.h"
00022 
00023 #include "base_media_base.h"
00024 #include "saveload/saveload.h"
00025 #include "company_func.h"
00026 #include "command_func.h"
00027 #include "news_func.h"
00028 #include "fios.h"
00029 #include "aircraft.h"
00030 #include "roadveh.h"
00031 #include "train.h"
00032 #include "ship.h"
00033 #include "console_func.h"
00034 #include "screenshot.h"
00035 #include "network/network.h"
00036 #include "network/network_func.h"
00037 #include "ai/ai.hpp"
00038 #include "ai/ai_config.hpp"
00039 #include "settings_func.h"
00040 #include "genworld.h"
00041 #include "progress.h"
00042 #include "strings_func.h"
00043 #include "date_func.h"
00044 #include "vehicle_func.h"
00045 #include "gamelog.h"
00046 #include "animated_tile_func.h"
00047 #include "roadstop_base.h"
00048 #include "elrail_func.h"
00049 #include "rev.h"
00050 #include "highscore.h"
00051 #include "station_base.h"
00052 #include "crashlog.h"
00053 #include "engine_func.h"
00054 #include "core/random_func.hpp"
00055 #include "rail_gui.h"
00056 #include "core/backup_type.hpp"
00057 #include "hotkeys.h"
00058 #include "newgrf.h"
00059 #include "misc/getoptdata.h"
00060 #include "game/game.hpp"
00061 #include "game/game_config.hpp"
00062 
00063 
00064 
00065 #include "linkgraph/linkgraph.h"
00066 
00067 #include <stdarg.h>
00068 
00069 
00070 void CallLandscapeTick();
00071 void IncreaseDate();
00072 void DoPaletteAnimations();
00073 void MusicLoop();
00074 void ResetMusic();
00075 void CallWindowTickEvent();
00076 bool HandleBootstrap();
00077 
00078 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00079 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00080 extern void ShowOSErrorBox(const char *buf, bool system);
00081 extern char *_config_file;
00082 
00088 void CDECL usererror(const char *s, ...)
00089 {
00090   va_list va;
00091   char buf[512];
00092 
00093   va_start(va, s);
00094   vsnprintf(buf, lengthof(buf), s, va);
00095   va_end(va);
00096 
00097   ShowOSErrorBox(buf, false);
00098   if (_video_driver != NULL) _video_driver->Stop();
00099 
00100   exit(1);
00101 }
00102 
00108 void CDECL error(const char *s, ...)
00109 {
00110   va_list va;
00111   char buf[512];
00112 
00113   va_start(va, s);
00114   vsnprintf(buf, lengthof(buf), s, va);
00115   va_end(va);
00116 
00117   ShowOSErrorBox(buf, true);
00118 
00119   /* Set the error message for the crash log and then invoke it. */
00120   CrashLog::SetErrorMessage(buf);
00121   abort();
00122 }
00123 
00128 void CDECL ShowInfoF(const char *str, ...)
00129 {
00130   va_list va;
00131   char buf[1024];
00132   va_start(va, str);
00133   vsnprintf(buf, lengthof(buf), str, va);
00134   va_end(va);
00135   ShowInfo(buf);
00136 }
00137 
00141 static void ShowHelp()
00142 {
00143   char buf[8192];
00144   char *p = buf;
00145 
00146   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00147   p = strecpy(p,
00148     "\n"
00149     "\n"
00150     "Command line options:\n"
00151     "  -v drv              = Set video driver (see below)\n"
00152     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00153     "  -m drv              = Set music driver (see below)\n"
00154     "  -b drv              = Set the blitter to use (see below)\n"
00155     "  -r res              = Set resolution (for instance 800x600)\n"
00156     "  -h                  = Display this help text\n"
00157     "  -t year             = Set starting year\n"
00158     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00159     "  -e                  = Start Editor\n"
00160     "  -g [savegame]       = Start new/save game immediately\n"
00161     "  -G seed             = Set random seed\n"
00162 #if defined(ENABLE_NETWORK)
00163     "  -n [ip:port#company]= Start networkgame\n"
00164     "  -p password         = Password to join server\n"
00165     "  -P password         = Password to join company\n"
00166     "  -D [ip][:port]      = Start dedicated server\n"
00167     "  -l ip[:port]        = Redirect DEBUG()\n"
00168 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00169     "  -f                  = Fork into the background (dedicated only)\n"
00170 #endif
00171 #endif /* ENABLE_NETWORK */
00172     "  -I graphics_set     = Force the graphics set (see below)\n"
00173     "  -S sounds_set       = Force the sounds set (see below)\n"
00174     "  -M music_set        = Force the music set (see below)\n"
00175     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00176     "  -x                  = Do not automatically save to config file on exit\n"
00177     "  -q savegame         = Write some information about the savegame and exit\n"
00178     "\n",
00179     lastof(buf)
00180   );
00181 
00182   /* List the graphics packs */
00183   p = BaseGraphics::GetSetsList(p, lastof(buf));
00184 
00185   /* List the sounds packs */
00186   p = BaseSounds::GetSetsList(p, lastof(buf));
00187 
00188   /* List the music packs */
00189   p = BaseMusic::GetSetsList(p, lastof(buf));
00190 
00191   /* List the drivers */
00192   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00193 
00194   /* List the blitters */
00195   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00196 
00197   /* We need to initialize the AI, so it finds the AIs */
00198   AI::Initialize();
00199   p = AI::GetConsoleList(p, lastof(buf), true);
00200   AI::Uninitialize(true);
00201 
00202   /* We need to initialize the GameScript, so it finds the GSs */
00203   Game::Initialize();
00204   p = Game::GetConsoleList(p, lastof(buf), true);
00205   Game::Uninitialize(true);
00206 
00207   /* ShowInfo put output to stderr, but version information should go
00208    * to stdout; this is the only exception */
00209 #if !defined(WIN32) && !defined(WIN64)
00210   printf("%s\n", buf);
00211 #else
00212   ShowInfo(buf);
00213 #endif
00214 }
00215 
00216 static void WriteSavegameInfo(const char *name)
00217 {
00218   extern uint16 _sl_version;
00219   uint32 last_ottd_rev = 0;
00220   byte ever_modified = 0;
00221   bool removed_newgrfs = false;
00222 
00223   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
00224 
00225   char buf[8192];
00226   char *p = buf;
00227   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
00228   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
00229   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
00230   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
00231 
00232   if (removed_newgrfs) {
00233     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
00234   }
00235 
00236   p = strecpy(p, "NewGRFs:\n", lastof(buf));
00237   if (_load_check_data.HasNewGrfs()) {
00238     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
00239       char md5sum[33];
00240       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
00241       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
00242     }
00243   }
00244 
00245   /* ShowInfo put output to stderr, but version information should go
00246    * to stdout; this is the only exception */
00247 #if !defined(WIN32) && !defined(WIN64)
00248   printf("%s\n", buf);
00249 #else
00250   ShowInfo(buf);
00251 #endif
00252 }
00253 
00254 
00261 static void ParseResolution(Dimension *res, const char *s)
00262 {
00263   const char *t = strchr(s, 'x');
00264   if (t == NULL) {
00265     ShowInfoF("Invalid resolution '%s'", s);
00266     return;
00267   }
00268 
00269   res->width  = max(strtoul(s, NULL, 0), 64UL);
00270   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00271 }
00272 
00273 
00278 static void ShutdownGame()
00279 {
00280   IConsoleFree();
00281 
00282   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00283 
00284   DriverFactoryBase::ShutdownDrivers();
00285 
00286   UnInitWindowSystem();
00287 
00288   /* stop the scripts */
00289   AI::Uninitialize(false);
00290   Game::Uninitialize(false);
00291 
00292   /* Uninitialize variables that are allocated dynamically */
00293   GamelogReset();
00294 
00295   /* Reinitialize the link graphs to forcibly stop the threads.
00296    * If a link graph thread is running while the link graph handlers are
00297    * deleted we get a crash.
00298    */
00299   InitializeLinkGraphs();
00300 
00301 #ifdef ENABLE_NETWORK
00302   free(_config_file);
00303 #endif
00304 
00305   PoolBase::Clean(PT_ALL);
00306 
00307   /* No NewGRFs were loaded when it was still bootstrapping. */
00308   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00309 
00310   /* Close all and any open filehandles */
00311   FioCloseAll();
00312 
00313   UninitFreeType();
00314 }
00315 
00320 static void LoadIntroGame(bool load_newgrfs = true)
00321 {
00322   _game_mode = GM_MENU;
00323 
00324   if (load_newgrfs) ResetGRFConfig(false);
00325 
00326   /* Setup main window */
00327   ResetWindowSystem();
00328   SetupColoursAndInitialWindow();
00329 
00330   /* Load the default opening screen savegame */
00331   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00332     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00333     WaitTillGeneratedWorld();
00334     SetLocalCompany(COMPANY_SPECTATOR);
00335   } else {
00336     SetLocalCompany(COMPANY_FIRST);
00337   }
00338 
00339   _pause_mode = PM_UNPAUSED;
00340   _cursor.fix_at = false;
00341 
00342   if (load_newgrfs) CheckForMissingSprites();
00343   CheckForMissingGlyphs();
00344 
00345   /* Play main theme */
00346   if (_music_driver->IsSongPlaying()) ResetMusic();
00347 }
00348 
00349 void MakeNewgameSettingsLive()
00350 {
00351   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00352     if (_settings_game.ai_config[c] != NULL) {
00353       delete _settings_game.ai_config[c];
00354     }
00355   }
00356   if (_settings_game.game_config != NULL) {
00357     delete _settings_game.game_config;
00358   }
00359 
00360   /* Copy newgame settings to active settings.
00361    * Also initialise old settings needed for savegame conversion. */
00362   _settings_game = _settings_newgame;
00363   _old_vds = _settings_client.company.vehicle;
00364 
00365   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00366     _settings_game.ai_config[c] = NULL;
00367     if (_settings_newgame.ai_config[c] != NULL) {
00368       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00369     }
00370   }
00371   _settings_game.game_config = NULL;
00372   if (_settings_newgame.game_config != NULL) {
00373     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
00374   }
00375 }
00376 
00377 void OpenBrowser(const char *url)
00378 {
00379   /* Make sure we only accept urls that are sure to open a browser. */
00380   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00381 
00382   extern void OSOpenBrowser(const char *url);
00383   OSOpenBrowser(url);
00384 }
00385 
00387 struct AfterNewGRFScan : NewGRFScanCallback {
00388   Year startyear;                    
00389   uint generation_seed;              
00390   char *dedicated_host;              
00391   uint16 dedicated_port;             
00392   char *network_conn;                
00393   const char *join_server_password;  
00394   const char *join_company_password; 
00395   bool *save_config_ptr;             
00396   bool save_config;                  
00397 
00403   AfterNewGRFScan(bool *save_config_ptr) :
00404       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00405       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00406       join_server_password(NULL), join_company_password(NULL),
00407       save_config_ptr(save_config_ptr), save_config(true)
00408   {
00409   }
00410 
00411   virtual void OnNewGRFsScanned()
00412   {
00413     ResetGRFConfig(false);
00414 
00415     TarScanner::DoScan(TarScanner::SCENARIO);
00416 
00417     AI::Initialize();
00418     Game::Initialize();
00419 
00420     /* We want the new (correct) NewGRF count to survive the loading. */
00421     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00422     LoadFromConfig();
00423     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00424     /* Since the default for the palette might have changed due to
00425      * reading the configuration file, recalculate that now. */
00426     UpdateNewGRFConfigPalette();
00427 
00428     Game::Uninitialize(true);
00429     AI::Uninitialize(true);
00430     CheckConfig();
00431     LoadFromHighScore();
00432     LoadHotkeysFromConfig();
00433 
00434     /* We have loaded the config, so we may possibly save it. */
00435     *save_config_ptr = save_config;
00436 
00437 
00438     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00439     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00440 
00441 #if defined(ENABLE_NETWORK)
00442     if (dedicated_host != NULL) {
00443       _network_bind_list.Clear();
00444       *_network_bind_list.Append() = strdup(dedicated_host);
00445     }
00446     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00447 #endif /* ENABLE_NETWORK */
00448 
00449     /* initialize the ingame console */
00450     IConsoleInit();
00451     InitializeGUI();
00452     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00453 
00454     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00455     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00456 
00457 #ifdef ENABLE_NETWORK
00458     if (_network_available && network_conn != NULL) {
00459       const char *port = NULL;
00460       const char *company = NULL;
00461       uint16 rport = NETWORK_DEFAULT_PORT;
00462       CompanyID join_as = COMPANY_NEW_COMPANY;
00463 
00464       ParseConnectionString(&company, &port, network_conn);
00465 
00466       if (company != NULL) {
00467         join_as = (CompanyID)atoi(company);
00468 
00469         if (join_as != COMPANY_SPECTATOR) {
00470           join_as--;
00471           if (join_as >= MAX_COMPANIES) {
00472             delete this;
00473             return;
00474           }
00475         }
00476       }
00477       if (port != NULL) rport = atoi(port);
00478 
00479       LoadIntroGame();
00480       _switch_mode = SM_NONE;
00481       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00482     }
00483 #endif /* ENABLE_NETWORK */
00484 
00485     /* After the scan we're not used anymore. */
00486     delete this;
00487   }
00488 };
00489 
00490 #if defined(UNIX) && !defined(__MORPHOS__)
00491 extern void DedicatedFork();
00492 #endif
00493 
00495 static const OptionData _options[] = {
00496    GETOPT_SHORT_VALUE('I'),
00497    GETOPT_SHORT_VALUE('S'),
00498    GETOPT_SHORT_VALUE('M'),
00499    GETOPT_SHORT_VALUE('m'),
00500    GETOPT_SHORT_VALUE('s'),
00501    GETOPT_SHORT_VALUE('v'),
00502    GETOPT_SHORT_VALUE('b'),
00503 #if defined(ENABLE_NETWORK)
00504   GETOPT_SHORT_OPTVAL('D'),
00505   GETOPT_SHORT_OPTVAL('n'),
00506    GETOPT_SHORT_VALUE('l'),
00507    GETOPT_SHORT_VALUE('p'),
00508    GETOPT_SHORT_VALUE('P'),
00509 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00510    GETOPT_SHORT_NOVAL('f'),
00511 #endif
00512 #endif /* ENABLE_NETWORK */
00513    GETOPT_SHORT_VALUE('r'),
00514    GETOPT_SHORT_VALUE('t'),
00515   GETOPT_SHORT_OPTVAL('d'),
00516    GETOPT_SHORT_NOVAL('e'),
00517   GETOPT_SHORT_OPTVAL('g'),
00518    GETOPT_SHORT_VALUE('G'),
00519    GETOPT_SHORT_VALUE('c'),
00520    GETOPT_SHORT_NOVAL('x'),
00521    GETOPT_SHORT_VALUE('q'),
00522    GETOPT_SHORT_NOVAL('h'),
00523   GETOPT_END()
00524 };
00525 
00526 
00527 int ttd_main(int argc, char *argv[])
00528 {
00529   char *musicdriver = NULL;
00530   char *sounddriver = NULL;
00531   char *videodriver = NULL;
00532   char *blitter = NULL;
00533   char *graphics_set = NULL;
00534   char *sounds_set = NULL;
00535   char *music_set = NULL;
00536   Dimension resolution = {0, 0};
00537   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00538   bool save_config = false;
00539   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00540 #if defined(ENABLE_NETWORK)
00541   bool dedicated = false;
00542   char *debuglog_conn = NULL;
00543 
00544   extern bool _dedicated_forks;
00545   _dedicated_forks = false;
00546 #endif /* ENABLE_NETWORK */
00547 
00548   _game_mode = GM_MENU;
00549   _switch_mode = SM_MENU;
00550   _config_file = NULL;
00551 
00552   GetOptData mgo(argc - 1, argv + 1, _options);
00553 
00554   int i;
00555   while ((i = mgo.GetOpt()) != -1) {
00556     switch (i) {
00557     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00558     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00559     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00560     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00561     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00562     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00563     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00564 #if defined(ENABLE_NETWORK)
00565     case 'D':
00566       free(musicdriver);
00567       free(sounddriver);
00568       free(videodriver);
00569       free(blitter);
00570       musicdriver = strdup("null");
00571       sounddriver = strdup("null");
00572       videodriver = strdup("dedicated");
00573       blitter = strdup("null");
00574       dedicated = true;
00575       SetDebugString("net=6");
00576       if (mgo.opt != NULL) {
00577         /* Use the existing method for parsing (openttd -n).
00578          * However, we do ignore the #company part. */
00579         const char *temp = NULL;
00580         const char *port = NULL;
00581         ParseConnectionString(&temp, &port, mgo.opt);
00582         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00583         if (port != NULL) scanner->dedicated_port = atoi(port);
00584       }
00585       break;
00586     case 'f': _dedicated_forks = true; break;
00587     case 'n':
00588       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00589       break;
00590     case 'l':
00591       debuglog_conn = mgo.opt;
00592       break;
00593     case 'p':
00594       scanner->join_server_password = mgo.opt;
00595       break;
00596     case 'P':
00597       scanner->join_company_password = mgo.opt;
00598       break;
00599 #endif /* ENABLE_NETWORK */
00600     case 'r': ParseResolution(&resolution, mgo.opt); break;
00601     case 't': scanner->startyear = atoi(mgo.opt); break;
00602     case 'd': {
00603 #if defined(WIN32)
00604         CreateConsole();
00605 #endif
00606         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00607         break;
00608       }
00609     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
00610     case 'g':
00611       if (mgo.opt != NULL) {
00612         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00613         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
00614         _file_to_saveload.mode = SL_LOAD;
00615 
00616         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00617         const char *t = strrchr(_file_to_saveload.name, '.');
00618         if (t != NULL) {
00619           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00620           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00621         }
00622 
00623         break;
00624       }
00625 
00626       _switch_mode = SM_NEWGAME;
00627       /* Give a random map if no seed has been given */
00628       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00629         scanner->generation_seed = InteractiveRandom();
00630       }
00631       break;
00632     case 'q': {
00633       DeterminePaths(argv[0]);
00634       if (StrEmpty(mgo.opt)) return 1;
00635       char title[80];
00636       title[0] = '\0';
00637       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00638 
00639       _load_check_data.Clear();
00640       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00641       if (res != SL_OK || _load_check_data.HasErrors()) {
00642         fprintf(stderr, "Failed to open savegame\n");
00643         if (_load_check_data.HasErrors()) {
00644           char buf[256];
00645           SetDParamStr(0, _load_check_data.error_data);
00646           GetString(buf, _load_check_data.error, lastof(buf));
00647           fprintf(stderr, "%s\n", buf);
00648         }
00649         return 1;
00650       }
00651 
00652       WriteSavegameInfo(title);
00653 
00654       return 0;
00655     }
00656     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00657     case 'c': _config_file = strdup(mgo.opt); break;
00658     case 'x': scanner->save_config = false; break;
00659     case 'h':
00660       i = -2; // Force printing of help.
00661       break;
00662     }
00663     if (i == -2) break;
00664   }
00665 
00666   if (i == -2 || mgo.numleft > 0) {
00667     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00668      * In all cases, print the help, and exit.
00669      *
00670      * The next two functions are needed to list the graphics sets. We can't do them earlier
00671      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00672     DeterminePaths(argv[0]);
00673     TarScanner::DoScan(TarScanner::BASESET);
00674     BaseGraphics::FindSets();
00675     BaseSounds::FindSets();
00676     BaseMusic::FindSets();
00677     ShowHelp();
00678     delete scanner;
00679     return 0;
00680   }
00681 
00682 #if defined(WINCE) && defined(_DEBUG)
00683   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00684   SetDebugString("4");
00685 #endif
00686 
00687   DeterminePaths(argv[0]);
00688   TarScanner::DoScan(TarScanner::BASESET);
00689 
00690 #if defined(ENABLE_NETWORK)
00691   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00692   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00693 
00694 #if defined(UNIX) && !defined(__MORPHOS__)
00695   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00696   if (_dedicated_forks) DedicatedFork();
00697 #endif
00698 #endif
00699 
00700   LoadFromConfig(true);
00701 
00702   if (resolution.width != 0) _cur_resolution = resolution;
00703 
00704   /*
00705    * The width and height must be at least 1 pixel and width times
00706    * height times bytes per pixel must still fit within a 32 bits
00707    * integer, even for 32 bpp video modes. This way all internal
00708    * drawing routines work correctly.
00709    */
00710   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00711   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00712 
00713   /* Assume the cursor starts within the game as not all video drivers
00714    * get an event that the cursor is within the window when it is opened.
00715    * Saying the cursor is there makes no visible difference as it would
00716    * just be out of the bounds of the window. */
00717   _cursor.in_window = true;
00718 
00719   /* enumerate language files */
00720   InitializeLanguagePacks();
00721 
00722   /* Initialize the regular font for FreeType */
00723   InitFreeType(false);
00724 
00725   /* This must be done early, since functions use the SetWindowDirty* calls */
00726   InitWindowSystem();
00727 
00728   BaseGraphics::FindSets();
00729   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00730   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
00731     usererror("Failed to select requested graphics set '%s'", graphics_set);
00732   }
00733   free(graphics_set);
00734 
00735   /* Initialize game palette */
00736   GfxInitPalettes();
00737 
00738   DEBUG(misc, 1, "Loading blitter...");
00739   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00740   _blitter_autodetected = StrEmpty(blitter);
00741   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00742   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00743     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00744       StrEmpty(blitter) ?
00745         usererror("Failed to autoprobe blitter") :
00746         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00747     }
00748   }
00749   free(blitter);
00750 
00751   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00752   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00753   if (_video_driver == NULL) {
00754     StrEmpty(videodriver) ?
00755       usererror("Failed to autoprobe video driver") :
00756       usererror("Failed to select requested video driver '%s'", videodriver);
00757   }
00758   free(videodriver);
00759 
00760   /* Initialize the zoom level of the screen to normal */
00761   _screen.zoom = ZOOM_LVL_NORMAL;
00762 
00763   NetworkStartUp(); // initialize network-core
00764 
00765 #if defined(ENABLE_NETWORK)
00766   if (debuglog_conn != NULL && _network_available) {
00767     const char *not_used = NULL;
00768     const char *port = NULL;
00769     uint16 rport;
00770 
00771     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00772 
00773     ParseConnectionString(&not_used, &port, debuglog_conn);
00774     if (port != NULL) rport = atoi(port);
00775 
00776     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00777   }
00778 #endif /* ENABLE_NETWORK */
00779 
00780   if (!HandleBootstrap()) goto exit;
00781 
00782   _video_driver->ClaimMousePointer();
00783 
00784   /* initialize screenshot formats */
00785   InitializeScreenshotFormats();
00786 
00787   BaseSounds::FindSets();
00788   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00789   if (!BaseSounds::SetSet(sounds_set)) {
00790     StrEmpty(sounds_set) ?
00791       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00792       usererror("Failed to select requested sounds set '%s'", sounds_set);
00793   }
00794   free(sounds_set);
00795 
00796   BaseMusic::FindSets();
00797   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00798   if (!BaseMusic::SetSet(music_set)) {
00799     StrEmpty(music_set) ?
00800       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00801       usererror("Failed to select requested music set '%s'", music_set);
00802   }
00803   free(music_set);
00804 
00805   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00806   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00807   if (_sound_driver == NULL) {
00808     StrEmpty(sounddriver) ?
00809       usererror("Failed to autoprobe sound driver") :
00810       usererror("Failed to select requested sound driver '%s'", sounddriver);
00811   }
00812   free(sounddriver);
00813 
00814   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00815   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00816   if (_music_driver == NULL) {
00817     StrEmpty(musicdriver) ?
00818       usererror("Failed to autoprobe music driver") :
00819       usererror("Failed to select requested music driver '%s'", musicdriver);
00820   }
00821   free(musicdriver);
00822 
00823   /* restore saved music volume */
00824   _music_driver->SetVolume(_settings_client.music.music_vol);
00825 
00826   /* Take our initial lock on whatever we might want to do! */
00827   _modal_progress_paint_mutex->BeginCritical();
00828   _modal_progress_work_mutex->BeginCritical();
00829 
00830   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00831   WaitTillGeneratedWorld();
00832 
00833   LoadIntroGame(false);
00834 
00835   CheckForMissingGlyphs();
00836 
00837   ScanNewGRFFiles(scanner);
00838 
00839   _video_driver->MainLoop();
00840 
00841   WaitTillSaved();
00842 
00843   /* only save config if we have to */
00844   if (save_config) {
00845     SaveToConfig();
00846     SaveHotkeysToConfig();
00847     SaveToHighScore();
00848   }
00849 
00850 exit:
00851   /* Reset windowing system, stop drivers, free used memory, ... */
00852   ShutdownGame();
00853 
00854   free(BaseGraphics::ini_set);
00855   free(BaseSounds::ini_set);
00856   free(BaseMusic::ini_set);
00857   free(_ini_musicdriver);
00858   free(_ini_sounddriver);
00859   free(_ini_videodriver);
00860   free(_ini_blitter);
00861 
00862   return 0;
00863 }
00864 
00865 void HandleExitGameRequest()
00866 {
00867   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00868     _exit_game = true;
00869   } else if (_settings_client.gui.autosave_on_exit) {
00870     DoExitSave();
00871     _exit_game = true;
00872   } else {
00873     AskExitGame();
00874   }
00875 }
00876 
00877 static void MakeNewGameDone()
00878 {
00879   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00880 
00881   /* In a dedicated server, the server does not play */
00882   if (!_video_driver->HasGUI()) {
00883     SetLocalCompany(COMPANY_SPECTATOR);
00884     IConsoleCmdExec("exec scripts/game_start.scr 0");
00885     return;
00886   }
00887 
00888   /* Create a single company */
00889   DoStartupNewCompany(false);
00890 
00891   Company *c = Company::Get(COMPANY_FIRST);
00892   c->settings = _settings_client.company;
00893 
00894   IConsoleCmdExec("exec scripts/game_start.scr 0");
00895 
00896   SetLocalCompany(COMPANY_FIRST);
00897 
00898   InitializeRailGUI();
00899 
00900 #ifdef ENABLE_NETWORK
00901   /* We are the server, we start a new company (not dedicated),
00902    * so set the default password *if* needed. */
00903   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00904     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00905   }
00906 #endif /* ENABLE_NETWORK */
00907 
00908   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00909 
00910   MarkWholeScreenDirty();
00911 }
00912 
00913 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00914 {
00915   _game_mode = GM_NORMAL;
00916 
00917   ResetGRFConfig(true);
00918 
00919   GenerateWorldSetCallback(&MakeNewGameDone);
00920   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00921 }
00922 
00923 static void MakeNewEditorWorldDone()
00924 {
00925   SetLocalCompany(OWNER_NONE);
00926 }
00927 
00928 static void MakeNewEditorWorld()
00929 {
00930   _game_mode = GM_EDITOR;
00931 
00932   ResetGRFConfig(true);
00933 
00934   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00935   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00936 }
00937 
00948 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00949 {
00950   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00951   GameMode ogm = _game_mode;
00952 
00953   _game_mode = newgm;
00954 
00955   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00956     case SL_OK: return true;
00957 
00958     case SL_REINIT:
00959 #ifdef ENABLE_NETWORK
00960       if (_network_dedicated) {
00961         /*
00962          * We need to reinit a network map...
00963          * We can't simply load the intro game here as that game has many
00964          * special cases which make clients desync immediately. So we fall
00965          * back to just generating a new game with the current settings.
00966          */
00967         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00968         MakeNewGame(false, true);
00969         return false;
00970       }
00971       if (_network_server) {
00972         /* We can't load the intro game as server, so disconnect first. */
00973         NetworkDisconnect();
00974       }
00975 #endif /* ENABLE_NETWORK */
00976 
00977       switch (ogm) {
00978         default:
00979         case GM_MENU:   LoadIntroGame();      break;
00980         case GM_EDITOR: MakeNewEditorWorld(); break;
00981       }
00982       return false;
00983 
00984     default:
00985       _game_mode = ogm;
00986       return false;
00987   }
00988 }
00989 
00990 void SwitchToMode(SwitchMode new_mode)
00991 {
00992 #ifdef ENABLE_NETWORK
00993   /* If we are saving something, the network stays in his current state */
00994   if (new_mode != SM_SAVE_GAME) {
00995     /* If the network is active, make it not-active */
00996     if (_networking) {
00997       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00998         NetworkReboot();
00999       } else {
01000         NetworkDisconnect();
01001       }
01002     }
01003 
01004     /* If we are a server, we restart the server */
01005     if (_is_network_server) {
01006       /* But not if we are going to the menu */
01007       if (new_mode != SM_MENU) {
01008         /* check if we should reload the config */
01009         if (_settings_client.network.reload_cfg) {
01010           LoadFromConfig();
01011           MakeNewgameSettingsLive();
01012           ResetGRFConfig(false);
01013         }
01014         NetworkServerStart();
01015       } else {
01016         /* This client no longer wants to be a network-server */
01017         _is_network_server = false;
01018       }
01019     }
01020   }
01021 #endif /* ENABLE_NETWORK */
01022   /* Make sure all AI controllers are gone at quiting game */
01023   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01024 
01025   switch (new_mode) {
01026     case SM_EDITOR: // Switch to scenario editor
01027       MakeNewEditorWorld();
01028       break;
01029 
01030     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01031     case SM_NEWGAME: // New Game --> 'Random game'
01032 #ifdef ENABLE_NETWORK
01033       if (_network_server) {
01034         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01035       }
01036 #endif /* ENABLE_NETWORK */
01037       MakeNewGame(false, new_mode == SM_NEWGAME);
01038       break;
01039 
01040     case SM_LOAD_GAME: { // Load game, Play Scenario
01041       ResetGRFConfig(true);
01042       ResetWindowSystem();
01043 
01044       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01045         SetDParamStr(0, GetSaveLoadErrorString());
01046         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01047       } else {
01048         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01049           StartupEngines();
01050         }
01051         /* Update the local company for a loaded game. It is either always
01052          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01053         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01054         /* Execute the game-start script */
01055         IConsoleCmdExec("exec scripts/game_start.scr 0");
01056         /* Decrease pause counter (was increased from opening load dialog) */
01057         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01058 #ifdef ENABLE_NETWORK
01059         if (_network_server) {
01060           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01061         }
01062 #endif /* ENABLE_NETWORK */
01063       }
01064       break;
01065     }
01066 
01067     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01068 #ifdef ENABLE_NETWORK
01069       if (_network_server) {
01070         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01071       }
01072 #endif /* ENABLE_NETWORK */
01073       MakeNewGame(true, true);
01074       break;
01075 
01076     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01077       SetLocalCompany(OWNER_NONE);
01078 
01079       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01080       MarkWholeScreenDirty();
01081       break;
01082 
01083     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01084       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01085         SetLocalCompany(OWNER_NONE);
01086         _settings_newgame.game_creation.starting_year = _cur_year;
01087         /* Cancel the saveload pausing */
01088         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01089       } else {
01090         SetDParamStr(0, GetSaveLoadErrorString());
01091         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01092       }
01093       break;
01094     }
01095 
01096     case SM_MENU: // Switch to game intro menu
01097       LoadIntroGame();
01098       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01099         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01100         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01101       }
01102       break;
01103 
01104     case SM_SAVE_GAME: // Save game.
01105       /* Make network saved games on pause compatible to singleplayer */
01106       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01107         SetDParamStr(0, GetSaveLoadErrorString());
01108         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01109       } else {
01110         DeleteWindowById(WC_SAVELOAD, 0);
01111       }
01112       break;
01113 
01114     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01115       MakeHeightmapScreenshot(_file_to_saveload.name);
01116       DeleteWindowById(WC_SAVELOAD, 0);
01117       break;
01118 
01119     case SM_GENRANDLAND: // Generate random land within scenario editor
01120       SetLocalCompany(OWNER_NONE);
01121       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01122       /* XXX: set date */
01123       MarkWholeScreenDirty();
01124       break;
01125 
01126     default: NOT_REACHED();
01127   }
01128 }
01129 
01130 
01137 static void CheckCaches()
01138 {
01139   /* Return here so it is easy to add checks that are run
01140    * always to aid testing of caches. */
01141   if (_debug_desync_level <= 1) return;
01142 
01143   /* Check company infrastructure cache. */
01144   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01145   Company *c;
01146   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01147 
01148   extern void AfterLoadCompanyStats();
01149   AfterLoadCompanyStats();
01150 
01151   uint i = 0;
01152   FOR_ALL_COMPANIES(c) {
01153     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01154       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01155     }
01156     i++;
01157   }
01158 
01159   /* Strict checking of the road stop cache entries */
01160   const RoadStop *rs;
01161   FOR_ALL_ROADSTOPS(rs) {
01162     if (IsStandardRoadStopTile(rs->xy)) continue;
01163 
01164     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01165     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01166     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01167   }
01168 
01169   Vehicle *v;
01170   FOR_ALL_VEHICLES(v) {
01171     extern void FillNewGRFVehicleCache(const Vehicle *v);
01172     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01173 
01174     uint length = 0;
01175     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01176 
01177     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01178     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01179     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01180     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01181 
01182     length = 0;
01183     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01184       FillNewGRFVehicleCache(u);
01185       grf_cache[length] = u->grf_cache;
01186       veh_cache[length] = u->vcache;
01187       switch (u->type) {
01188         case VEH_TRAIN:
01189           gro_cache[length] = Train::From(u)->gcache;
01190           tra_cache[length] = Train::From(u)->tcache;
01191           break;
01192         case VEH_ROAD:
01193           gro_cache[length] = RoadVehicle::From(u)->gcache;
01194           break;
01195         default:
01196           break;
01197       }
01198       length++;
01199     }
01200 
01201     switch (v->type) {
01202       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01203       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01204       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01205       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01206       default: break;
01207     }
01208 
01209     length = 0;
01210     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01211       FillNewGRFVehicleCache(u);
01212       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01213         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);
01214       }
01215       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01216         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);
01217       }
01218       switch (u->type) {
01219         case VEH_TRAIN:
01220           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01221             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);
01222           }
01223           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01224             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01225           }
01226           break;
01227         case VEH_ROAD:
01228           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01229             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);
01230           }
01231           break;
01232         default:
01233           break;
01234       }
01235       length++;
01236     }
01237 
01238     free(grf_cache);
01239     free(veh_cache);
01240     free(gro_cache);
01241     free(tra_cache);
01242   }
01243 
01244   /* Check whether the caches are still valid */
01245   FOR_ALL_VEHICLES(v) {
01246     byte buff[sizeof(VehicleCargoList)];
01247     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01248     v->cargo.InvalidateCache();
01249     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01250   }
01251 
01252   Station *st;
01253   FOR_ALL_STATIONS(st) {
01254     for (CargoID c = 0; c < NUM_CARGO; c++) {
01255       byte buff[sizeof(StationCargoList)];
01256       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01257       st->goods[c].cargo.InvalidateCache();
01258       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01259     }
01260   }
01261 }
01262 
01268 void StateGameLoop()
01269 {
01270   /* dont execute the state loop during pause */
01271   if (_pause_mode != PM_UNPAUSED) {
01272     UpdateLandscapingLimits();
01273     Game::GameLoop();
01274     CallWindowTickEvent();
01275     return;
01276   }
01277   if (HasModalProgress()) return;
01278 
01279   ClearStorageChanges(false);
01280 
01281   if (_game_mode == GM_EDITOR) {
01282     RunTileLoop();
01283     CallVehicleTicks();
01284     CallLandscapeTick();
01285     ClearStorageChanges(true);
01286     UpdateLandscapingLimits();
01287 
01288     CallWindowTickEvent();
01289     NewsLoop();
01290   } else {
01291     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01292       /* Save the desync savegame if needed. */
01293       char name[MAX_PATH];
01294       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01295       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01296     }
01297 
01298     CheckCaches();
01299 
01300     /* All these actions has to be done from OWNER_NONE
01301      *  for multiplayer compatibility */
01302     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01303 
01304     AnimateAnimatedTiles();
01305     IncreaseDate();
01306     RunTileLoop();
01307     CallVehicleTicks();
01308     CallLandscapeTick();
01309     ClearStorageChanges(true);
01310 
01311     AI::GameLoop();
01312     Game::GameLoop();
01313     UpdateLandscapingLimits();
01314 
01315     CallWindowTickEvent();
01316     NewsLoop();
01317     cur_company.Restore();
01318   }
01319 
01320   assert(IsLocalCompany());
01321 }
01322 
01327 static void DoAutosave()
01328 {
01329   char buf[MAX_PATH];
01330 
01331 #if defined(PSP)
01332   /* Autosaving in networking is too time expensive for the PSP */
01333   if (_networking) return;
01334 #endif /* PSP */
01335 
01336   if (_settings_client.gui.keep_all_autosave) {
01337     GenerateDefaultSaveName(buf, lastof(buf));
01338     strecat(buf, ".sav", lastof(buf));
01339   } else {
01340     static int _autosave_ctr = 0;
01341 
01342     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01343     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01344 
01345     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01346   }
01347 
01348   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01349   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01350     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01351   }
01352 }
01353 
01354 void GameLoop()
01355 {
01356   if (_game_mode == GM_BOOTSTRAP) {
01357 #ifdef ENABLE_NETWORK
01358     /* Check for UDP stuff */
01359     if (_network_available) NetworkBackgroundLoop();
01360 #endif
01361     InputLoop();
01362     return;
01363   }
01364 
01365   ProcessAsyncSaveFinish();
01366 
01367   /* autosave game? */
01368   if (_do_autosave) {
01369     _do_autosave = false;
01370     DoAutosave();
01371     SetWindowDirty(WC_STATUS_BAR, 0);
01372   }
01373 
01374   /* switch game mode? */
01375   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01376     SwitchToMode(_switch_mode);
01377     _switch_mode = SM_NONE;
01378   }
01379 
01380   IncreaseSpriteLRU();
01381   InteractiveRandom();
01382 
01383   extern int _caret_timer;
01384   _caret_timer += 3;
01385   CursorTick();
01386 
01387 #ifdef ENABLE_NETWORK
01388   /* Check for UDP stuff */
01389   if (_network_available) NetworkBackgroundLoop();
01390 
01391   if (_networking && !HasModalProgress()) {
01392     /* Multiplayer */
01393     NetworkGameLoop();
01394   } else {
01395     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01396       /* This means that we want to reconnect to the last host
01397        * We do this here, because it means that the network is really closed */
01398       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01399     }
01400     /* Singleplayer */
01401     StateGameLoop();
01402   }
01403 
01404   /* Check chat messages roughly once a second. */
01405   static uint check_message = 0;
01406   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01407     check_message = 0;
01408     NetworkChatMessageLoop();
01409   }
01410 #else
01411   StateGameLoop();
01412 #endif /* ENABLE_NETWORK */
01413 
01414   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01415 
01416   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01417 
01418   InputLoop();
01419 
01420   _sound_driver->MainLoop();
01421   MusicLoop();
01422 }