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 #include "sound_func.h"
00023 #include "window_func.h"
00024 
00025 #include "base_media_base.h"
00026 #include "saveload/saveload.h"
00027 #include "company_func.h"
00028 #include "command_func.h"
00029 #include "news_func.h"
00030 #include "fios.h"
00031 #include "aircraft.h"
00032 #include "roadveh.h"
00033 #include "train.h"
00034 #include "ship.h"
00035 #include "console_func.h"
00036 #include "screenshot.h"
00037 #include "network/network.h"
00038 #include "network/network_func.h"
00039 #include "signs_base.h"
00040 #include "ai/ai.hpp"
00041 #include "ai/ai_config.hpp"
00042 #include "settings_func.h"
00043 #include "genworld.h"
00044 #include "progress.h"
00045 #include "group.h"
00046 #include "strings_func.h"
00047 #include "date_func.h"
00048 #include "vehicle_func.h"
00049 #include "gamelog.h"
00050 #include "animated_tile_func.h"
00051 #include "roadstop_base.h"
00052 #include "elrail_func.h"
00053 #include "rev.h"
00054 #include "highscore.h"
00055 #include "thread/thread.h"
00056 #include "station_base.h"
00057 #include "crashlog.h"
00058 #include "engine_func.h"
00059 #include "core/random_func.hpp"
00060 #include "rail_gui.h"
00061 #include "core/backup_type.hpp"
00062 #include "hotkeys.h"
00063 #include "newgrf.h"
00064 #include "misc/getoptdata.h"
00065 
00066 
00067 #include "town.h"
00068 #include "industry.h"
00069 
00070 #include "linkgraph/linkgraph.h"
00071 
00072 #include <stdarg.h>
00073 
00074 #include "table/strings.h"
00075 
00076 void CallLandscapeTick();
00077 void IncreaseDate();
00078 void DoPaletteAnimations();
00079 void MusicLoop();
00080 void ResetMusic();
00081 void CallWindowTickEvent();
00082 bool HandleBootstrap();
00083 
00084 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00085 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00086 extern void ShowOSErrorBox(const char *buf, bool system);
00087 extern char *_config_file;
00088 
00094 void CDECL usererror(const char *s, ...)
00095 {
00096   va_list va;
00097   char buf[512];
00098 
00099   va_start(va, s);
00100   vsnprintf(buf, lengthof(buf), s, va);
00101   va_end(va);
00102 
00103   ShowOSErrorBox(buf, false);
00104   if (_video_driver != NULL) _video_driver->Stop();
00105 
00106   exit(1);
00107 }
00108 
00114 void CDECL error(const char *s, ...)
00115 {
00116   va_list va;
00117   char buf[512];
00118 
00119   va_start(va, s);
00120   vsnprintf(buf, lengthof(buf), s, va);
00121   va_end(va);
00122 
00123   ShowOSErrorBox(buf, true);
00124 
00125   /* Set the error message for the crash log and then invoke it. */
00126   CrashLog::SetErrorMessage(buf);
00127   abort();
00128 }
00129 
00134 void CDECL ShowInfoF(const char *str, ...)
00135 {
00136   va_list va;
00137   char buf[1024];
00138   va_start(va, str);
00139   vsnprintf(buf, lengthof(buf), str, va);
00140   va_end(va);
00141   ShowInfo(buf);
00142 }
00143 
00147 static void ShowHelp()
00148 {
00149   char buf[8192];
00150   char *p = buf;
00151 
00152   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00153   p = strecpy(p,
00154     "\n"
00155     "\n"
00156     "Command line options:\n"
00157     "  -v drv              = Set video driver (see below)\n"
00158     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00159     "  -m drv              = Set music driver (see below)\n"
00160     "  -b drv              = Set the blitter to use (see below)\n"
00161     "  -r res              = Set resolution (for instance 800x600)\n"
00162     "  -h                  = Display this help text\n"
00163     "  -t year             = Set starting year\n"
00164     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00165     "  -e                  = Start Editor\n"
00166     "  -g [savegame]       = Start new/save game immediately\n"
00167     "  -G seed             = Set random seed\n"
00168 #if defined(ENABLE_NETWORK)
00169     "  -n [ip:port#company]= Start networkgame\n"
00170     "  -p password         = Password to join server\n"
00171     "  -P password         = Password to join company\n"
00172     "  -D [ip][:port]      = Start dedicated server\n"
00173     "  -l ip[:port]        = Redirect DEBUG()\n"
00174 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00175     "  -f                  = Fork into the background (dedicated only)\n"
00176 #endif
00177 #endif /* ENABLE_NETWORK */
00178     "  -I graphics_set     = Force the graphics set (see below)\n"
00179     "  -S sounds_set       = Force the sounds set (see below)\n"
00180     "  -M music_set        = Force the music set (see below)\n"
00181     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00182     "  -x                  = Do not automatically save to config file on exit\n"
00183     "  -q savegame         = Write some information about the savegame and exit\n"
00184     "\n",
00185     lastof(buf)
00186   );
00187 
00188   /* List the graphics packs */
00189   p = BaseGraphics::GetSetsList(p, lastof(buf));
00190 
00191   /* List the sounds packs */
00192   p = BaseSounds::GetSetsList(p, lastof(buf));
00193 
00194   /* List the music packs */
00195   p = BaseMusic::GetSetsList(p, lastof(buf));
00196 
00197   /* List the drivers */
00198   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00199 
00200   /* List the blitters */
00201   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00202 
00203   /* We need to initialize the AI, so it finds the AIs */
00204   AI::Initialize();
00205   p = AI::GetConsoleList(p, lastof(buf), true);
00206   AI::Uninitialize(true);
00207 
00208   /* ShowInfo put output to stderr, but version information should go
00209    * to stdout; this is the only exception */
00210 #if !defined(WIN32) && !defined(WIN64)
00211   printf("%s\n", buf);
00212 #else
00213   ShowInfo(buf);
00214 #endif
00215 }
00216 
00217 static void WriteSavegameInfo(const char *name)
00218 {
00219   extern uint16 _sl_version;
00220   uint32 last_ottd_rev = 0;
00221   byte ever_modified = 0;
00222   bool removed_newgrfs = false;
00223 
00224   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
00225 
00226   char buf[8192];
00227   char *p = buf;
00228   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
00229   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
00230   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
00231   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
00232 
00233   if (removed_newgrfs) {
00234     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
00235   }
00236 
00237   p = strecpy(p, "NewGRFs:\n", lastof(buf));
00238   if (_load_check_data.HasNewGrfs()) {
00239     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
00240       char md5sum[33];
00241       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
00242       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
00243     }
00244   }
00245 
00246   /* ShowInfo put output to stderr, but version information should go
00247    * to stdout; this is the only exception */
00248 #if !defined(WIN32) && !defined(WIN64)
00249   printf("%s\n", buf);
00250 #else
00251   ShowInfo(buf);
00252 #endif
00253 }
00254 
00255 
00262 static void ParseResolution(Dimension *res, const char *s)
00263 {
00264   const char *t = strchr(s, 'x');
00265   if (t == NULL) {
00266     ShowInfoF("Invalid resolution '%s'", s);
00267     return;
00268   }
00269 
00270   res->width  = max(strtoul(s, NULL, 0), 64UL);
00271   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00272 }
00273 
00274 
00279 static void ShutdownGame()
00280 {
00281   IConsoleFree();
00282 
00283   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00284 
00285   DriverFactoryBase::ShutdownDrivers();
00286 
00287   UnInitWindowSystem();
00288 
00289   /* stop the AI */
00290   AI::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   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 
00357   /* Copy newgame settings to active settings.
00358    * Also initialise old settings needed for savegame conversion. */
00359   _settings_game = _settings_newgame;
00360   _old_vds = _settings_client.company.vehicle;
00361 
00362   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00363     _settings_game.ai_config[c] = NULL;
00364     if (_settings_newgame.ai_config[c] != NULL) {
00365       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00366     }
00367   }
00368 }
00369 
00370 void OpenBrowser(const char *url)
00371 {
00372   /* Make sure we only accept urls that are sure to open a browser. */
00373   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00374 
00375   extern void OSOpenBrowser(const char *url);
00376   OSOpenBrowser(url);
00377 }
00378 
00380 struct AfterNewGRFScan : NewGRFScanCallback {
00381   Year startyear;                    
00382   uint generation_seed;              
00383   char *dedicated_host;              
00384   uint16 dedicated_port;             
00385   char *network_conn;                
00386   const char *join_server_password;  
00387   const char *join_company_password; 
00388   bool *save_config_ptr;             
00389   bool save_config;                  
00390 
00396   AfterNewGRFScan(bool *save_config_ptr) :
00397       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00398       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00399       join_server_password(NULL), join_company_password(NULL),
00400       save_config_ptr(save_config_ptr), save_config(true)
00401   {
00402   }
00403 
00404   virtual void OnNewGRFsScanned()
00405   {
00406     ResetGRFConfig(false);
00407 
00408     TarScanner::DoScan(TarScanner::SCENARIO);
00409 
00410     AI::Initialize();
00411 
00412     /* We want the new (correct) NewGRF count to survive the loading. */
00413     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00414     LoadFromConfig();
00415     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00416     /* Since the default for the palette might have changed due to
00417      * reading the configuration file, recalculate that now. */
00418     UpdateNewGRFConfigPalette();
00419 
00420     AI::Uninitialize(true);
00421     CheckConfig();
00422     LoadFromHighScore();
00423     LoadHotkeysFromConfig();
00424 
00425     /* We have loaded the config, so we may possibly save it. */
00426     *save_config_ptr = save_config;
00427 
00428 
00429     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00430     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00431 
00432 #if defined(ENABLE_NETWORK)
00433     if (dedicated_host != NULL) {
00434       _network_bind_list.Clear();
00435       *_network_bind_list.Append() = strdup(dedicated_host);
00436     }
00437     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00438 #endif /* ENABLE_NETWORK */
00439 
00440     /* initialize the ingame console */
00441     IConsoleInit();
00442     InitializeGUI();
00443     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00444 
00445     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00446     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00447 
00448 #ifdef ENABLE_NETWORK
00449     if (_network_available && network_conn != NULL) {
00450       const char *port = NULL;
00451       const char *company = NULL;
00452       uint16 rport = NETWORK_DEFAULT_PORT;
00453       CompanyID join_as = COMPANY_NEW_COMPANY;
00454 
00455       ParseConnectionString(&company, &port, network_conn);
00456 
00457       if (company != NULL) {
00458         join_as = (CompanyID)atoi(company);
00459 
00460         if (join_as != COMPANY_SPECTATOR) {
00461           join_as--;
00462           if (join_as >= MAX_COMPANIES) {
00463             delete this;
00464             return;
00465           }
00466         }
00467       }
00468       if (port != NULL) rport = atoi(port);
00469 
00470       LoadIntroGame();
00471       _switch_mode = SM_NONE;
00472       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00473     }
00474 #endif /* ENABLE_NETWORK */
00475 
00476     /* After the scan we're not used anymore. */
00477     delete this;
00478   }
00479 };
00480 
00481 #if defined(UNIX) && !defined(__MORPHOS__)
00482 extern void DedicatedFork();
00483 #endif
00484 
00486 static const OptionData _options[] = {
00487    GETOPT_SHORT_VALUE('I'),
00488    GETOPT_SHORT_VALUE('S'),
00489    GETOPT_SHORT_VALUE('M'),
00490    GETOPT_SHORT_VALUE('m'),
00491    GETOPT_SHORT_VALUE('s'),
00492    GETOPT_SHORT_VALUE('v'),
00493    GETOPT_SHORT_VALUE('b'),
00494 #if defined(ENABLE_NETWORK)
00495   GETOPT_SHORT_OPTVAL('D'),
00496   GETOPT_SHORT_OPTVAL('n'),
00497    GETOPT_SHORT_VALUE('l'),
00498    GETOPT_SHORT_VALUE('p'),
00499    GETOPT_SHORT_VALUE('P'),
00500 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00501    GETOPT_SHORT_NOVAL('f'),
00502 #endif
00503 #endif /* ENABLE_NETWORK */
00504    GETOPT_SHORT_VALUE('r'),
00505    GETOPT_SHORT_VALUE('t'),
00506   GETOPT_SHORT_OPTVAL('d'),
00507    GETOPT_SHORT_NOVAL('e'),
00508   GETOPT_SHORT_OPTVAL('g'),
00509    GETOPT_SHORT_VALUE('G'),
00510    GETOPT_SHORT_VALUE('c'),
00511    GETOPT_SHORT_NOVAL('x'),
00512    GETOPT_SHORT_VALUE('q'),
00513    GETOPT_SHORT_NOVAL('h'),
00514   GETOPT_END()
00515 };
00516 
00517 
00518 int ttd_main(int argc, char *argv[])
00519 {
00520   char *musicdriver = NULL;
00521   char *sounddriver = NULL;
00522   char *videodriver = NULL;
00523   char *blitter = NULL;
00524   char *graphics_set = NULL;
00525   char *sounds_set = NULL;
00526   char *music_set = NULL;
00527   Dimension resolution = {0, 0};
00528   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00529   bool save_config = false;
00530   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00531 #if defined(ENABLE_NETWORK)
00532   bool dedicated = false;
00533   char *debuglog_conn = NULL;
00534 
00535   extern bool _dedicated_forks;
00536   _dedicated_forks = false;
00537 #endif /* ENABLE_NETWORK */
00538 
00539   _game_mode = GM_MENU;
00540   _switch_mode = SM_MENU;
00541   _config_file = NULL;
00542 
00543   GetOptData mgo(argc - 1, argv + 1, _options);
00544 
00545   int i;
00546   while ((i = mgo.GetOpt()) != -1) {
00547     switch (i) {
00548     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00549     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00550     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00551     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00552     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00553     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00554     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00555 #if defined(ENABLE_NETWORK)
00556     case 'D':
00557       free(musicdriver);
00558       free(sounddriver);
00559       free(videodriver);
00560       free(blitter);
00561       musicdriver = strdup("null");
00562       sounddriver = strdup("null");
00563       videodriver = strdup("dedicated");
00564       blitter = strdup("null");
00565       dedicated = true;
00566       SetDebugString("net=6");
00567       if (mgo.opt != NULL) {
00568         /* Use the existing method for parsing (openttd -n).
00569          * However, we do ignore the #company part. */
00570         const char *temp = NULL;
00571         const char *port = NULL;
00572         ParseConnectionString(&temp, &port, mgo.opt);
00573         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00574         if (port != NULL) scanner->dedicated_port = atoi(port);
00575       }
00576       break;
00577     case 'f': _dedicated_forks = true; break;
00578     case 'n':
00579       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00580       break;
00581     case 'l':
00582       debuglog_conn = mgo.opt;
00583       break;
00584     case 'p':
00585       scanner->join_server_password = mgo.opt;
00586       break;
00587     case 'P':
00588       scanner->join_company_password = mgo.opt;
00589       break;
00590 #endif /* ENABLE_NETWORK */
00591     case 'r': ParseResolution(&resolution, mgo.opt); break;
00592     case 't': scanner->startyear = atoi(mgo.opt); break;
00593     case 'd': {
00594 #if defined(WIN32)
00595         CreateConsole();
00596 #endif
00597         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00598         break;
00599       }
00600     case 'e': _switch_mode = SM_EDITOR; break;
00601     case 'g':
00602       if (mgo.opt != NULL) {
00603         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00604         _switch_mode = SM_LOAD_GAME;
00605         _file_to_saveload.mode = SL_LOAD;
00606 
00607         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00608         const char *t = strrchr(_file_to_saveload.name, '.');
00609         if (t != NULL) {
00610           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00611           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00612         }
00613 
00614         break;
00615       }
00616 
00617       _switch_mode = SM_NEWGAME;
00618       /* Give a random map if no seed has been given */
00619       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00620         scanner->generation_seed = InteractiveRandom();
00621       }
00622       break;
00623     case 'q': {
00624       DeterminePaths(argv[0]);
00625       if (StrEmpty(mgo.opt)) return 1;
00626       char title[80];
00627       title[0] = '\0';
00628       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00629 
00630       _load_check_data.Clear();
00631       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00632       if (res != SL_OK || _load_check_data.HasErrors()) {
00633         fprintf(stderr, "Failed to open savegame\n");
00634         if (_load_check_data.HasErrors()) {
00635           char buf[256];
00636           SetDParamStr(0, _load_check_data.error_data);
00637           GetString(buf, _load_check_data.error, lastof(buf));
00638           fprintf(stderr, "%s\n", buf);
00639         }
00640         return 1;
00641       }
00642 
00643       WriteSavegameInfo(title);
00644 
00645       return 0;
00646     }
00647     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00648     case 'c': _config_file = strdup(mgo.opt); break;
00649     case 'x': scanner->save_config = false; break;
00650     case 'h':
00651       i = -2; // Force printing of help.
00652       break;
00653     }
00654     if (i == -2) break;
00655   }
00656 
00657   if (i == -2 || mgo.numleft > 0) {
00658     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00659      * In all cases, print the help, and exit.
00660      *
00661      * The next two functions are needed to list the graphics sets. We can't do them earlier
00662      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00663     DeterminePaths(argv[0]);
00664     TarScanner::DoScan(TarScanner::BASESET);
00665     BaseGraphics::FindSets();
00666     BaseSounds::FindSets();
00667     BaseMusic::FindSets();
00668     ShowHelp();
00669     delete scanner;
00670     return 0;
00671   }
00672 
00673 #if defined(WINCE) && defined(_DEBUG)
00674   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00675   SetDebugString("4");
00676 #endif
00677 
00678   DeterminePaths(argv[0]);
00679   TarScanner::DoScan(TarScanner::BASESET);
00680 
00681 #if defined(ENABLE_NETWORK)
00682   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00683   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00684 
00685 #if defined(UNIX) && !defined(__MORPHOS__)
00686   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00687   if (_dedicated_forks) DedicatedFork();
00688 #endif
00689 #endif
00690 
00691   LoadFromConfig(true);
00692 
00693   if (resolution.width != 0) _cur_resolution = resolution;
00694 
00695   /*
00696    * The width and height must be at least 1 pixel and width times
00697    * height times bytes per pixel must still fit within a 32 bits
00698    * integer, even for 32 bpp video modes. This way all internal
00699    * drawing routines work correctly.
00700    */
00701   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00702   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00703 
00704   /* Assume the cursor starts within the game as not all video drivers
00705    * get an event that the cursor is within the window when it is opened.
00706    * Saying the cursor is there makes no visible difference as it would
00707    * just be out of the bounds of the window. */
00708   _cursor.in_window = true;
00709 
00710   /* enumerate language files */
00711   InitializeLanguagePacks();
00712 
00713   /* Initialize the regular font for FreeType */
00714   InitFreeType(false);
00715 
00716   /* This must be done early, since functions use the SetWindowDirty* calls */
00717   InitWindowSystem();
00718 
00719   BaseGraphics::FindSets();
00720   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00721   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
00722     usererror("Failed to select requested graphics set '%s'", graphics_set);
00723   }
00724   free(graphics_set);
00725 
00726   /* Initialize game palette */
00727   GfxInitPalettes();
00728 
00729   DEBUG(misc, 1, "Loading blitter...");
00730   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00731   _blitter_autodetected = StrEmpty(blitter);
00732   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00733   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00734     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00735       StrEmpty(blitter) ?
00736         usererror("Failed to autoprobe blitter") :
00737         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00738     }
00739   }
00740   free(blitter);
00741 
00742   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00743   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00744   if (_video_driver == NULL) {
00745     StrEmpty(videodriver) ?
00746       usererror("Failed to autoprobe video driver") :
00747       usererror("Failed to select requested video driver '%s'", videodriver);
00748   }
00749   free(videodriver);
00750 
00751   /* Initialize the zoom level of the screen to normal */
00752   _screen.zoom = ZOOM_LVL_NORMAL;
00753 
00754   NetworkStartUp(); // initialize network-core
00755 
00756 #if defined(ENABLE_NETWORK)
00757   if (debuglog_conn != NULL && _network_available) {
00758     const char *not_used = NULL;
00759     const char *port = NULL;
00760     uint16 rport;
00761 
00762     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00763 
00764     ParseConnectionString(&not_used, &port, debuglog_conn);
00765     if (port != NULL) rport = atoi(port);
00766 
00767     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00768   }
00769 #endif /* ENABLE_NETWORK */
00770 
00771   if (!HandleBootstrap()) goto exit;
00772 
00773   _video_driver->ClaimMousePointer();
00774 
00775   /* initialize screenshot formats */
00776   InitializeScreenshotFormats();
00777 
00778   BaseSounds::FindSets();
00779   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00780   if (!BaseSounds::SetSet(sounds_set)) {
00781     StrEmpty(sounds_set) ?
00782       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00783       usererror("Failed to select requested sounds set '%s'", sounds_set);
00784   }
00785   free(sounds_set);
00786 
00787   BaseMusic::FindSets();
00788   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00789   if (!BaseMusic::SetSet(music_set)) {
00790     StrEmpty(music_set) ?
00791       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00792       usererror("Failed to select requested music set '%s'", music_set);
00793   }
00794   free(music_set);
00795 
00796   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00797   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00798   if (_sound_driver == NULL) {
00799     StrEmpty(sounddriver) ?
00800       usererror("Failed to autoprobe sound driver") :
00801       usererror("Failed to select requested sound driver '%s'", sounddriver);
00802   }
00803   free(sounddriver);
00804 
00805   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00806   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00807   if (_music_driver == NULL) {
00808     StrEmpty(musicdriver) ?
00809       usererror("Failed to autoprobe music driver") :
00810       usererror("Failed to select requested music driver '%s'", musicdriver);
00811   }
00812   free(musicdriver);
00813 
00814   /* restore saved music volume */
00815   _music_driver->SetVolume(_settings_client.music.music_vol);
00816 
00817   /* Take our initial lock on whatever we might want to do! */
00818   _modal_progress_paint_mutex->BeginCritical();
00819   _modal_progress_work_mutex->BeginCritical();
00820 
00821   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00822   WaitTillGeneratedWorld();
00823 
00824   LoadIntroGame(false);
00825 
00826   CheckForMissingGlyphs();
00827 
00828   ScanNewGRFFiles(scanner);
00829 
00830   _video_driver->MainLoop();
00831 
00832   WaitTillSaved();
00833 
00834   /* only save config if we have to */
00835   if (save_config) {
00836     SaveToConfig();
00837     SaveHotkeysToConfig();
00838     SaveToHighScore();
00839   }
00840 
00841 exit:
00842   /* Reset windowing system, stop drivers, free used memory, ... */
00843   ShutdownGame();
00844 
00845   free(BaseGraphics::ini_set);
00846   free(BaseSounds::ini_set);
00847   free(BaseMusic::ini_set);
00848   free(_ini_musicdriver);
00849   free(_ini_sounddriver);
00850   free(_ini_videodriver);
00851   free(_ini_blitter);
00852 
00853   return 0;
00854 }
00855 
00856 void HandleExitGameRequest()
00857 {
00858   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00859     _exit_game = true;
00860   } else if (_settings_client.gui.autosave_on_exit) {
00861     DoExitSave();
00862     _exit_game = true;
00863   } else {
00864     AskExitGame();
00865   }
00866 }
00867 
00868 static void MakeNewGameDone()
00869 {
00870   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00871 
00872   /* In a dedicated server, the server does not play */
00873   if (!_video_driver->HasGUI()) {
00874     SetLocalCompany(COMPANY_SPECTATOR);
00875     IConsoleCmdExec("exec scripts/game_start.scr 0");
00876     return;
00877   }
00878 
00879   /* Create a single company */
00880   DoStartupNewCompany(false);
00881 
00882   Company *c = Company::Get(COMPANY_FIRST);
00883   c->settings = _settings_client.company;
00884 
00885   IConsoleCmdExec("exec scripts/game_start.scr 0");
00886 
00887   SetLocalCompany(COMPANY_FIRST);
00888 
00889   InitializeRailGUI();
00890 
00891 #ifdef ENABLE_NETWORK
00892   /* We are the server, we start a new company (not dedicated),
00893    * so set the default password *if* needed. */
00894   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00895     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00896   }
00897 #endif /* ENABLE_NETWORK */
00898 
00899   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00900 
00901   MarkWholeScreenDirty();
00902 }
00903 
00904 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00905 {
00906   _game_mode = GM_NORMAL;
00907 
00908   ResetGRFConfig(true);
00909 
00910   GenerateWorldSetCallback(&MakeNewGameDone);
00911   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00912 }
00913 
00914 static void MakeNewEditorWorldDone()
00915 {
00916   SetLocalCompany(OWNER_NONE);
00917 }
00918 
00919 static void MakeNewEditorWorld()
00920 {
00921   _game_mode = GM_EDITOR;
00922 
00923   ResetGRFConfig(true);
00924 
00925   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00926   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00927 }
00928 
00939 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00940 {
00941   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00942   GameMode ogm = _game_mode;
00943 
00944   _game_mode = newgm;
00945 
00946   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00947     case SL_OK: return true;
00948 
00949     case SL_REINIT:
00950 #ifdef ENABLE_NETWORK
00951       if (_network_dedicated) {
00952         /*
00953          * We need to reinit a network map...
00954          * We can't simply load the intro game here as that game has many
00955          * special cases which make clients desync immediately. So we fall
00956          * back to just generating a new game with the current settings.
00957          */
00958         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00959         MakeNewGame(false, true);
00960         return false;
00961       }
00962       if (_network_server) {
00963         /* We can't load the intro game as server, so disconnect first. */
00964         NetworkDisconnect();
00965       }
00966 #endif /* ENABLE_NETWORK */
00967 
00968       switch (ogm) {
00969         default:
00970         case GM_MENU:   LoadIntroGame();      break;
00971         case GM_EDITOR: MakeNewEditorWorld(); break;
00972       }
00973       return false;
00974 
00975     default:
00976       _game_mode = ogm;
00977       return false;
00978   }
00979 }
00980 
00981 void SwitchToMode(SwitchMode new_mode)
00982 {
00983 #ifdef ENABLE_NETWORK
00984   /* If we are saving something, the network stays in his current state */
00985   if (new_mode != SM_SAVE_GAME) {
00986     /* If the network is active, make it not-active */
00987     if (_networking) {
00988       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00989         NetworkReboot();
00990       } else {
00991         NetworkDisconnect();
00992       }
00993     }
00994 
00995     /* If we are a server, we restart the server */
00996     if (_is_network_server) {
00997       /* But not if we are going to the menu */
00998       if (new_mode != SM_MENU) {
00999         /* check if we should reload the config */
01000         if (_settings_client.network.reload_cfg) {
01001           LoadFromConfig();
01002           MakeNewgameSettingsLive();
01003           ResetGRFConfig(false);
01004         }
01005         NetworkServerStart();
01006       } else {
01007         /* This client no longer wants to be a network-server */
01008         _is_network_server = false;
01009       }
01010     }
01011   }
01012 #endif /* ENABLE_NETWORK */
01013   /* Make sure all AI controllers are gone at quiting game */
01014   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01015 
01016   switch (new_mode) {
01017     case SM_EDITOR: // Switch to scenario editor
01018       MakeNewEditorWorld();
01019       break;
01020 
01021     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01022     case SM_NEWGAME: // New Game --> 'Random game'
01023 #ifdef ENABLE_NETWORK
01024       if (_network_server) {
01025         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01026       }
01027 #endif /* ENABLE_NETWORK */
01028       MakeNewGame(false, new_mode == SM_NEWGAME);
01029       break;
01030 
01031     case SM_LOAD_GAME: { // Load game, Play Scenario
01032       ResetGRFConfig(true);
01033       ResetWindowSystem();
01034 
01035       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01036         SetDParamStr(0, GetSaveLoadErrorString());
01037         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01038       } else {
01039         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01040           StartupEngines();
01041         }
01042         /* Update the local company for a loaded game. It is either always
01043          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01044         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01045         /* Execute the game-start script */
01046         IConsoleCmdExec("exec scripts/game_start.scr 0");
01047         /* Decrease pause counter (was increased from opening load dialog) */
01048         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01049 #ifdef ENABLE_NETWORK
01050         if (_network_server) {
01051           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01052         }
01053 #endif /* ENABLE_NETWORK */
01054       }
01055       break;
01056     }
01057 
01058     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01059 #ifdef ENABLE_NETWORK
01060       if (_network_server) {
01061         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01062       }
01063 #endif /* ENABLE_NETWORK */
01064       MakeNewGame(true, true);
01065       break;
01066 
01067     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01068       SetLocalCompany(OWNER_NONE);
01069 
01070       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01071       MarkWholeScreenDirty();
01072       break;
01073 
01074     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01075       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01076         SetLocalCompany(OWNER_NONE);
01077         _settings_newgame.game_creation.starting_year = _cur_year;
01078         /* Cancel the saveload pausing */
01079         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01080       } else {
01081         SetDParamStr(0, GetSaveLoadErrorString());
01082         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01083       }
01084       break;
01085     }
01086 
01087     case SM_MENU: // Switch to game intro menu
01088       LoadIntroGame();
01089       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01090         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01091         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01092       }
01093       break;
01094 
01095     case SM_SAVE_GAME: // Save game.
01096       /* Make network saved games on pause compatible to singleplayer */
01097       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01098         SetDParamStr(0, GetSaveLoadErrorString());
01099         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01100       } else {
01101         DeleteWindowById(WC_SAVELOAD, 0);
01102       }
01103       break;
01104 
01105     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01106       MakeHeightmapScreenshot(_file_to_saveload.name);
01107       DeleteWindowById(WC_SAVELOAD, 0);
01108       break;
01109 
01110     case SM_GENRANDLAND: // Generate random land within scenario editor
01111       SetLocalCompany(OWNER_NONE);
01112       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01113       /* XXX: set date */
01114       MarkWholeScreenDirty();
01115       break;
01116 
01117     default: NOT_REACHED();
01118   }
01119 }
01120 
01121 
01128 static void CheckCaches()
01129 {
01130   /* Check company infrastructure cache. */
01131   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01132   Company *c;
01133   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01134 
01135   extern void AfterLoadCompanyStats();
01136   AfterLoadCompanyStats();
01137 
01138   uint i = 0;
01139   FOR_ALL_COMPANIES(c) {
01140     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01141       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01142     }
01143     i++;
01144   }
01145 
01146   /* Return here so it is easy to add checks that are run
01147    * always to aid testing of caches. */
01148   if (_debug_desync_level <= 1) return;
01149 
01150   /* Strict checking of the road stop cache entries */
01151   const RoadStop *rs;
01152   FOR_ALL_ROADSTOPS(rs) {
01153     if (IsStandardRoadStopTile(rs->xy)) continue;
01154 
01155     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01156     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01157     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01158   }
01159 
01160   Vehicle *v;
01161   FOR_ALL_VEHICLES(v) {
01162     extern void FillNewGRFVehicleCache(const Vehicle *v);
01163     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01164 
01165     uint length = 0;
01166     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01167 
01168     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01169     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01170     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01171     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01172 
01173     length = 0;
01174     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01175       FillNewGRFVehicleCache(u);
01176       grf_cache[length] = u->grf_cache;
01177       veh_cache[length] = u->vcache;
01178       switch (u->type) {
01179         case VEH_TRAIN:
01180           gro_cache[length] = Train::From(u)->gcache;
01181           tra_cache[length] = Train::From(u)->tcache;
01182           break;
01183         case VEH_ROAD:
01184           gro_cache[length] = RoadVehicle::From(u)->gcache;
01185           break;
01186         default:
01187           break;
01188       }
01189       length++;
01190     }
01191 
01192     switch (v->type) {
01193       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01194       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01195       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01196       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01197       default: break;
01198     }
01199 
01200     length = 0;
01201     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01202       FillNewGRFVehicleCache(u);
01203       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01204         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);
01205       }
01206       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01207         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);
01208       }
01209       switch (u->type) {
01210         case VEH_TRAIN:
01211           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01212             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);
01213           }
01214           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01215             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01216           }
01217           break;
01218         case VEH_ROAD:
01219           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01220             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);
01221           }
01222           break;
01223         default:
01224           break;
01225       }
01226       length++;
01227     }
01228 
01229     free(grf_cache);
01230     free(veh_cache);
01231     free(gro_cache);
01232     free(tra_cache);
01233   }
01234 
01235   /* Check whether the caches are still valid */
01236   FOR_ALL_VEHICLES(v) {
01237     byte buff[sizeof(VehicleCargoList)];
01238     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01239     v->cargo.InvalidateCache();
01240     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01241   }
01242 
01243   Station *st;
01244   FOR_ALL_STATIONS(st) {
01245     for (CargoID c = 0; c < NUM_CARGO; c++) {
01246       byte buff[sizeof(StationCargoList)];
01247       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01248       st->goods[c].cargo.InvalidateCache();
01249       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01250     }
01251   }
01252 }
01253 
01259 void StateGameLoop()
01260 {
01261   /* dont execute the state loop during pause */
01262   if (_pause_mode != PM_UNPAUSED) {
01263     UpdateLandscapingLimits();
01264     CallWindowTickEvent();
01265     return;
01266   }
01267   if (HasModalProgress()) return;
01268 
01269   ClearStorageChanges(false);
01270 
01271   if (_game_mode == GM_EDITOR) {
01272     RunTileLoop();
01273     CallVehicleTicks();
01274     CallLandscapeTick();
01275     ClearStorageChanges(true);
01276     UpdateLandscapingLimits();
01277 
01278     CallWindowTickEvent();
01279     NewsLoop();
01280   } else {
01281     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01282       /* Save the desync savegame if needed. */
01283       char name[MAX_PATH];
01284       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01285       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01286     }
01287 
01288     CheckCaches();
01289 
01290     /* All these actions has to be done from OWNER_NONE
01291      *  for multiplayer compatibility */
01292     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01293 
01294     AnimateAnimatedTiles();
01295     IncreaseDate();
01296     RunTileLoop();
01297     CallVehicleTicks();
01298     CallLandscapeTick();
01299     ClearStorageChanges(true);
01300 
01301     AI::GameLoop();
01302     UpdateLandscapingLimits();
01303 
01304     CallWindowTickEvent();
01305     NewsLoop();
01306     cur_company.Restore();
01307   }
01308 
01309   assert(IsLocalCompany());
01310 }
01311 
01316 static void DoAutosave()
01317 {
01318   char buf[MAX_PATH];
01319 
01320 #if defined(PSP)
01321   /* Autosaving in networking is too time expensive for the PSP */
01322   if (_networking) return;
01323 #endif /* PSP */
01324 
01325   if (_settings_client.gui.keep_all_autosave) {
01326     GenerateDefaultSaveName(buf, lastof(buf));
01327     strecat(buf, ".sav", lastof(buf));
01328   } else {
01329     static int _autosave_ctr = 0;
01330 
01331     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01332     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01333 
01334     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01335   }
01336 
01337   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01338   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01339     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01340   }
01341 }
01342 
01343 void GameLoop()
01344 {
01345   if (_game_mode == GM_BOOTSTRAP) {
01346 #ifdef ENABLE_NETWORK
01347     /* Check for UDP stuff */
01348     if (_network_available) NetworkUDPGameLoop();
01349 #endif
01350     InputLoop();
01351     return;
01352   }
01353 
01354   ProcessAsyncSaveFinish();
01355 
01356   /* autosave game? */
01357   if (_do_autosave) {
01358     _do_autosave = false;
01359     DoAutosave();
01360     SetWindowDirty(WC_STATUS_BAR, 0);
01361   }
01362 
01363   /* switch game mode? */
01364   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01365     SwitchToMode(_switch_mode);
01366     _switch_mode = SM_NONE;
01367   }
01368 
01369   IncreaseSpriteLRU();
01370   InteractiveRandom();
01371 
01372   extern int _caret_timer;
01373   _caret_timer += 3;
01374   CursorTick();
01375 
01376 #ifdef ENABLE_NETWORK
01377   /* Check for UDP stuff */
01378   if (_network_available) NetworkUDPGameLoop();
01379 
01380   if (_networking && !HasModalProgress()) {
01381     /* Multiplayer */
01382     NetworkGameLoop();
01383   } else {
01384     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01385       /* This means that we want to reconnect to the last host
01386        * We do this here, because it means that the network is really closed */
01387       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01388     }
01389     /* Singleplayer */
01390     StateGameLoop();
01391   }
01392 
01393   /* Check chat messages roughly once a second. */
01394   static uint check_message = 0;
01395   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01396     check_message = 0;
01397     NetworkChatMessageLoop();
01398   }
01399 #else
01400   StateGameLoop();
01401 #endif /* ENABLE_NETWORK */
01402 
01403   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01404 
01405   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01406 
01407   InputLoop();
01408 
01409   _sound_driver->MainLoop();
01410   MusicLoop();
01411 }