# openttd.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013
    00014 #include "blitter/factory.hpp"
    00015 #include "sound/sound_driver.hpp"
    00016 #include "music/music_driver.hpp"
    00017 #include "video/video_driver.hpp"
    00018
    00019 #include "fontcache.h"
    00020 #include "error.h"
    00021 #include "gui.h"
    00022
    00023 #include "base_media_base.h"
    00024 #include "saveload/saveload.h"
    00025 #include "company_func.h"
    00026 #include "command_func.h"
    00027 #include "news_func.h"
    00028 #include "fios.h"
    00029 #include "aircraft.h"
    00030 #include "roadveh.h"
    00031 #include "train.h"
    00032 #include "ship.h"
    00033 #include "console_func.h"
    00034 #include "screenshot.h"
    00035 #include "network/network.h"
    00036 #include "network/network_func.h"
    00037 #include "ai/ai.hpp"
    00038 #include "ai/ai_config.hpp"
    00039 #include "settings_func.h"
    00040 #include "genworld.h"
    00041 #include "progress.h"
    00042 #include "strings_func.h"
    00043 #include "date_func.h"
    00044 #include "vehicle_func.h"
    00045 #include "gamelog.h"
    00046 #include "animated_tile_func.h"
    00047 #include "roadstop_base.h"
    00048 #include "elrail_func.h"
    00049 #include "rev.h"
    00050 #include "highscore.h"
    00051 #include "station_base.h"
    00052 #include "crashlog.h"
    00053 #include "engine_func.h"
    00054 #include "core/random_func.hpp"
    00055 #include "rail_gui.h"
    00056 #include "core/backup_type.hpp"
    00057 #include "hotkeys.h"
    00058 #include "newgrf.h"
    00059 #include "misc/getoptdata.h"
    00060 #include "game/game.hpp"
    00061 #include "game/game_config.hpp"
    00062 #include "town.h"
    00063 #include "subsidy_func.h"
    00064
    00065
    00066 #include "linkgraph/linkgraph.h"
    00067
    00068 #include <stdarg.h>
    00069
    00070
    00071 void CallLandscapeTick();
    00072 void IncreaseDate();
    00073 void DoPaletteAnimations();
    00074 void MusicLoop();
    00075 void ResetMusic();
    00076 void CallWindowTickEvent();
    00077 bool HandleBootstrap();
    00078
    00079 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00080 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00081 extern void ShowOSErrorBox(const char *buf, bool system);
    00082 extern char *_config_file;
    00083
    00089 void CDECL usererror(const char *s, ...)
    00090 {
    00091   va_list va;
    00092   char buf[512];
    00093
    00094   va_start(va, s);
    00095   vsnprintf(buf, lengthof(buf), s, va);
    00096   va_end(va);
    00097
    00098   ShowOSErrorBox(buf, false);
    00099   if (_video_driver != NULL) _video_driver->Stop();
    00100
    00101   exit(1);
    00102 }
    00103
    00109 void CDECL error(const char *s, ...)
    00110 {
    00111   va_list va;
    00112   char buf[512];
    00113
    00114   va_start(va, s);
    00115   vsnprintf(buf, lengthof(buf), s, va);
    00116   va_end(va);
    00117
    00118   ShowOSErrorBox(buf, true);
    00119
    00120   /* Set the error message for the crash log and then invoke it. */
    00121   CrashLog::SetErrorMessage(buf);
    00122   abort();
    00123 }
    00124
    00129 void CDECL ShowInfoF(const char *str, ...)
    00130 {
    00131   va_list va;
    00132   char buf[1024];
    00133   va_start(va, str);
    00134   vsnprintf(buf, lengthof(buf), str, va);
    00135   va_end(va);
    00136   ShowInfo(buf);
    00137 }
    00138
    00142 static void ShowHelp()
    00143 {
    00144   char buf[8192];
    00145   char *p = buf;
    00146
    00147   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00148   p = strecpy(p,
    00149     "\n"
    00150     "\n"
    00151     "Command line options:\n"
    00152     "  -v drv              = Set video driver (see below)\n"
    00153     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00154     "  -m drv              = Set music driver (see below)\n"
    00155     "  -b drv              = Set the blitter to use (see below)\n"
    00156     "  -r res              = Set resolution (for instance 800x600)\n"
    00157     "  -h                  = Display this help text\n"
    00158     "  -t year             = Set starting year\n"
    00159     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00160     "  -e                  = Start Editor\n"
    00161     "  -g [savegame]       = Start new/save game immediately\n"
    00162     "  -G seed             = Set random seed\n"
    00163 #if defined(ENABLE_NETWORK)
    00164     "  -n [ip:port#company]= Join network game\n"
    00165     "  -p password         = Password to join server\n"
    00166     "  -P password         = Password to join company\n"
    00167     "  -D [ip][:port]      = Start dedicated server\n"
    00168     "  -l ip[:port]        = Redirect DEBUG()\n"
    00169 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00170     "  -f                  = Fork into the background (dedicated only)\n"
    00171 #endif
    00172 #endif /* ENABLE_NETWORK */
    00173     "  -I graphics_set     = Force the graphics set (see below)\n"
    00174     "  -S sounds_set       = Force the sounds set (see below)\n"
    00175     "  -M music_set        = Force the music set (see below)\n"
    00176     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00177     "  -x                  = Do not automatically save to config file on exit\n"
    00178     "  -q savegame         = Write some information about the savegame and exit\n"
    00179     "\n",
    00180     lastof(buf)
    00181   );
    00182
    00183   /* List the graphics packs */
    00184   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00185
    00186   /* List the sounds packs */
    00187   p = BaseSounds::GetSetsList(p, lastof(buf));
    00188
    00189   /* List the music packs */
    00190   p = BaseMusic::GetSetsList(p, lastof(buf));
    00191
    00192   /* List the drivers */
    00193   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00194
    00195   /* List the blitters */
    00196   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00197
    00198   /* List the debug facilities. */
    00199   p = DumpDebugFacilityNames(p, lastof(buf));
    00200
    00201   /* We need to initialize the AI, so it finds the AIs */
    00202   AI::Initialize();
    00203   p = AI::GetConsoleList(p, lastof(buf), true);
    00204   AI::Uninitialize(true);
    00205
    00206   /* We need to initialize the GameScript, so it finds the GSs */
    00207   Game::Initialize();
    00208   p = Game::GetConsoleList(p, lastof(buf), true);
    00209   Game::Uninitialize(true);
    00210
    00211   /* ShowInfo put output to stderr, but version information should go
    00212    * to stdout; this is the only exception */
    00213 #if !defined(WIN32) && !defined(WIN64)
    00214   printf("%s\n", buf);
    00215 #else
    00216   ShowInfo(buf);
    00217 #endif
    00218 }
    00219
    00220 static void WriteSavegameInfo(const char *name)
    00221 {
    00222   extern uint16 _sl_version;
    00223   uint32 last_ottd_rev = 0;
    00224   byte ever_modified = 0;
    00225   bool removed_newgrfs = false;
    00226
    00227   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
    00228
    00229   char buf[8192];
    00230   char *p = buf;
    00231   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
    00232   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
    00233   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
    00234   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
    00235
    00236   if (removed_newgrfs) {
    00237     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
    00238   }
    00239
    00240   p = strecpy(p, "NewGRFs:\n", lastof(buf));
    00241   if (_load_check_data.HasNewGrfs()) {
    00242     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
    00243       char md5sum[33];
    00244       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
    00245       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
    00246     }
    00247   }
    00248
    00249   /* ShowInfo put output to stderr, but version information should go
    00250    * to stdout; this is the only exception */
    00251 #if !defined(WIN32) && !defined(WIN64)
    00252   printf("%s\n", buf);
    00253 #else
    00254   ShowInfo(buf);
    00255 #endif
    00256 }
    00257
    00258
    00265 static void ParseResolution(Dimension *res, const char *s)
    00266 {
    00267   const char *t = strchr(s, 'x');
    00268   if (t == NULL) {
    00269     ShowInfoF("Invalid resolution '%s'", s);
    00270     return;
    00271   }
    00272
    00273   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00274   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00275 }
    00276
    00277
    00282 static void ShutdownGame()
    00283 {
    00284   IConsoleFree();
    00285
    00286   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00287
    00288   DriverFactoryBase::ShutdownDrivers();
    00289
    00290   UnInitWindowSystem();
    00291
    00292   /* stop the scripts */
    00293   AI::Uninitialize(false);
    00294   Game::Uninitialize(false);
    00295
    00296   /* Uninitialize variables that are allocated dynamically */
    00297   GamelogReset();
    00298
    00299   /* Reinitialize the link graphs to forcibly stop the threads.
    00300    * If a link graph thread is running while the link graph handlers are
    00301    * deleted we get a crash.
    00302    */
    00303   InitializeLinkGraphs();
    00304
    00305 #ifdef ENABLE_NETWORK
    00306   free(_config_file);
    00307 #endif
    00308
    00309   PoolBase::Clean(PT_ALL);
    00310
    00311   /* No NewGRFs were loaded when it was still bootstrapping. */
    00312   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00313
    00314   /* Close all and any open filehandles */
    00315   FioCloseAll();
    00316
    00317   UninitFreeType();
    00318 }
    00319
    00324 static void LoadIntroGame(bool load_newgrfs = true)
    00325 {
    00326   _game_mode = GM_MENU;
    00327
    00328   if (load_newgrfs) ResetGRFConfig(false);
    00329
    00330   /* Setup main window */
    00331   ResetWindowSystem();
    00332   SetupColoursAndInitialWindow();
    00333
    00334   /* Load the default opening screen savegame */
    00335   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00336     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00337     WaitTillGeneratedWorld();
    00338     SetLocalCompany(COMPANY_SPECTATOR);
    00339   } else {
    00340     SetLocalCompany(COMPANY_FIRST);
    00341   }
    00342
    00343   _pause_mode = PM_UNPAUSED;
    00344   _cursor.fix_at = false;
    00345
    00346   if (load_newgrfs) CheckForMissingSprites();
    00347   CheckForMissingGlyphs();
    00348
    00349   /* Play main theme */
    00350   if (_music_driver->IsSongPlaying()) ResetMusic();
    00351 }
    00352
    00353 void MakeNewgameSettingsLive()
    00354 {
    00355   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00356     if (_settings_game.ai_config[c] != NULL) {
    00357       delete _settings_game.ai_config[c];
    00358     }
    00359   }
    00360   if (_settings_game.game_config != NULL) {
    00361     delete _settings_game.game_config;
    00362   }
    00363
    00364   /* Copy newgame settings to active settings.
    00365    * Also initialise old settings needed for savegame conversion. */
    00366   _settings_game = _settings_newgame;
    00367   _old_vds = _settings_client.company.vehicle;
    00368
    00369   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00370     _settings_game.ai_config[c] = NULL;
    00371     if (_settings_newgame.ai_config[c] != NULL) {
    00372       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00373     }
    00374   }
    00375   _settings_game.game_config = NULL;
    00376   if (_settings_newgame.game_config != NULL) {
    00377     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00378   }
    00379 }
    00380
    00381 void OpenBrowser(const char *url)
    00382 {
    00383   /* Make sure we only accept urls that are sure to open a browser. */
    00384   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00385
    00386   extern void OSOpenBrowser(const char *url);
    00387   OSOpenBrowser(url);
    00388 }
    00389
    00391 struct AfterNewGRFScan : NewGRFScanCallback {
    00392   Year startyear;
    00393   uint generation_seed;
    00394   char *dedicated_host;
    00395   uint16 dedicated_port;
    00396   char *network_conn;
    00397   const char *join_server_password;
    00398   const char *join_company_password;
    00399   bool *save_config_ptr;
    00400   bool save_config;
    00401
    00407   AfterNewGRFScan(bool *save_config_ptr) :
    00408       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00409       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00410       join_server_password(NULL), join_company_password(NULL),
    00411       save_config_ptr(save_config_ptr), save_config(true)
    00412   {
    00413   }
    00414
    00415   virtual void OnNewGRFsScanned()
    00416   {
    00417     ResetGRFConfig(false);
    00418
    00419     TarScanner::DoScan(TarScanner::SCENARIO);
    00420
    00421     AI::Initialize();
    00422     Game::Initialize();
    00423
    00424     /* We want the new (correct) NewGRF count to survive the loading. */
    00425     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00426     LoadFromConfig();
    00427     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00428     /* Since the default for the palette might have changed due to
    00429      * reading the configuration file, recalculate that now. */
    00430     UpdateNewGRFConfigPalette();
    00431
    00432     Game::Uninitialize(true);
    00433     AI::Uninitialize(true);
    00434     CheckConfig();
    00435     LoadFromHighScore();
    00436     LoadHotkeysFromConfig();
    00437
    00438     /* We have loaded the config, so we may possibly save it. */
    00439     *save_config_ptr = save_config;
    00440
    00441     /* restore saved music volume */
    00442     _music_driver->SetVolume(_settings_client.music.music_vol);
    00443
    00444     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00445     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00446
    00447 #if defined(ENABLE_NETWORK)
    00448     if (dedicated_host != NULL) {
    00449       _network_bind_list.Clear();
    00450       *_network_bind_list.Append() = strdup(dedicated_host);
    00451     }
    00452     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00453 #endif /* ENABLE_NETWORK */
    00454
    00455     /* initialize the ingame console */
    00456     IConsoleInit();
    00457     InitializeGUI();
    00458     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00459
    00460     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00461     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00462
    00463 #ifdef ENABLE_NETWORK
    00464     if (_network_available && network_conn != NULL) {
    00465       const char *port = NULL;
    00466       const char *company = NULL;
    00467       uint16 rport = NETWORK_DEFAULT_PORT;
    00468       CompanyID join_as = COMPANY_NEW_COMPANY;
    00469
    00470       ParseConnectionString(&company, &port, network_conn);
    00471
    00472       if (company != NULL) {
    00473         join_as = (CompanyID)atoi(company);
    00474
    00475         if (join_as != COMPANY_SPECTATOR) {
    00476           join_as--;
    00477           if (join_as >= MAX_COMPANIES) {
    00478             delete this;
    00479             return;
    00480           }
    00481         }
    00482       }
    00483       if (port != NULL) rport = atoi(port);
    00484
    00485       LoadIntroGame();
    00486       _switch_mode = SM_NONE;
    00487       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00488     }
    00489 #endif /* ENABLE_NETWORK */
    00490
    00491     /* After the scan we're not used anymore. */
    00492     delete this;
    00493   }
    00494 };
    00495
    00496 #if defined(UNIX) && !defined(__MORPHOS__)
    00497 extern void DedicatedFork();
    00498 #endif
    00499
    00501 static const OptionData _options[] = {
    00502    GETOPT_SHORT_VALUE('I'),
    00503    GETOPT_SHORT_VALUE('S'),
    00504    GETOPT_SHORT_VALUE('M'),
    00505    GETOPT_SHORT_VALUE('m'),
    00506    GETOPT_SHORT_VALUE('s'),
    00507    GETOPT_SHORT_VALUE('v'),
    00508    GETOPT_SHORT_VALUE('b'),
    00509 #if defined(ENABLE_NETWORK)
    00510   GETOPT_SHORT_OPTVAL('D'),
    00511   GETOPT_SHORT_OPTVAL('n'),
    00512    GETOPT_SHORT_VALUE('l'),
    00513    GETOPT_SHORT_VALUE('p'),
    00514    GETOPT_SHORT_VALUE('P'),
    00515 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00516    GETOPT_SHORT_NOVAL('f'),
    00517 #endif
    00518 #endif /* ENABLE_NETWORK */
    00519    GETOPT_SHORT_VALUE('r'),
    00520    GETOPT_SHORT_VALUE('t'),
    00521   GETOPT_SHORT_OPTVAL('d'),
    00522    GETOPT_SHORT_NOVAL('e'),
    00523   GETOPT_SHORT_OPTVAL('g'),
    00524    GETOPT_SHORT_VALUE('G'),
    00525    GETOPT_SHORT_VALUE('c'),
    00526    GETOPT_SHORT_NOVAL('x'),
    00527    GETOPT_SHORT_VALUE('q'),
    00528    GETOPT_SHORT_NOVAL('h'),
    00529   GETOPT_END()
    00530 };
    00531
    00532
    00533 int ttd_main(int argc, char *argv[])
    00534 {
    00535   char *musicdriver = NULL;
    00536   char *sounddriver = NULL;
    00537   char *videodriver = NULL;
    00538   char *blitter = NULL;
    00539   char *graphics_set = NULL;
    00540   char *sounds_set = NULL;
    00541   char *music_set = NULL;
    00542   Dimension resolution = {0, 0};
    00543   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00544   bool save_config = false;
    00545   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00546 #if defined(ENABLE_NETWORK)
    00547   bool dedicated = false;
    00548   char *debuglog_conn = NULL;
    00549
    00550   extern bool _dedicated_forks;
    00551   _dedicated_forks = false;
    00552 #endif /* ENABLE_NETWORK */
    00553
    00554   _game_mode = GM_MENU;
    00555   _switch_mode = SM_MENU;
    00556   _config_file = NULL;
    00557
    00558   GetOptData mgo(argc - 1, argv + 1, _options);
    00559
    00560   int i;
    00561   while ((i = mgo.GetOpt()) != -1) {
    00562     switch (i) {
    00563     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00564     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00565     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00566     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00567     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00568     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00569     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00570 #if defined(ENABLE_NETWORK)
    00571     case 'D':
    00572       free(musicdriver);
    00573       free(sounddriver);
    00574       free(videodriver);
    00575       free(blitter);
    00576       musicdriver = strdup("null");
    00577       sounddriver = strdup("null");
    00578       videodriver = strdup("dedicated");
    00579       blitter = strdup("null");
    00580       dedicated = true;
    00581       SetDebugString("net=6");
    00582       if (mgo.opt != NULL) {
    00583         /* Use the existing method for parsing (openttd -n).
    00584          * However, we do ignore the #company part. */
    00585         const char *temp = NULL;
    00586         const char *port = NULL;
    00587         ParseConnectionString(&temp, &port, mgo.opt);
    00588         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00589         if (port != NULL) scanner->dedicated_port = atoi(port);
    00590       }
    00591       break;
    00592     case 'f': _dedicated_forks = true; break;
    00593     case 'n':
    00594       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00595       break;
    00596     case 'l':
    00597       debuglog_conn = mgo.opt;
    00598       break;
    00599     case 'p':
    00600       scanner->join_server_password = mgo.opt;
    00601       break;
    00602     case 'P':
    00603       scanner->join_company_password = mgo.opt;
    00604       break;
    00605 #endif /* ENABLE_NETWORK */
    00606     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00607     case 't': scanner->startyear = atoi(mgo.opt); break;
    00608     case 'd': {
    00609 #if defined(WIN32)
    00610         CreateConsole();
    00611 #endif
    00612         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00613         break;
    00614       }
    00615     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00616     case 'g':
    00617       if (mgo.opt != NULL) {
    00618         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00619         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00620         _file_to_saveload.mode = SL_LOAD;
    00621
    00622         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00623         const char *t = strrchr(_file_to_saveload.name, '.');
    00624         if (t != NULL) {
    00625           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00626           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00627         }
    00628
    00629         break;
    00630       }
    00631
    00632       _switch_mode = SM_NEWGAME;
    00633       /* Give a random map if no seed has been given */
    00634       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00635         scanner->generation_seed = InteractiveRandom();
    00636       }
    00637       break;
    00638     case 'q': {
    00639       DeterminePaths(argv[0]);
    00640       if (StrEmpty(mgo.opt)) return 1;
    00641       char title[80];
    00642       title[0] = '\0';
    00643       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00644
    00645       _load_check_data.Clear();
    00646       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00647       if (res != SL_OK || _load_check_data.HasErrors()) {
    00648         fprintf(stderr, "Failed to open savegame\n");
    00649         if (_load_check_data.HasErrors()) {
    00650           char buf[256];
    00651           SetDParamStr(0, _load_check_data.error_data);
    00652           GetString(buf, _load_check_data.error, lastof(buf));
    00653           fprintf(stderr, "%s\n", buf);
    00654         }
    00655         return 1;
    00656       }
    00657
    00658       WriteSavegameInfo(title);
    00659
    00660       return 0;
    00661     }
    00662     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00663     case 'c': _config_file = strdup(mgo.opt); break;
    00664     case 'x': scanner->save_config = false; break;
    00665     case 'h':
    00666       i = -2; // Force printing of help.
    00667       break;
    00668     }
    00669     if (i == -2) break;
    00670   }
    00671
    00672   if (i == -2 || mgo.numleft > 0) {
    00673     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00674      * In all cases, print the help, and exit.
    00675      *
    00676      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00677      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00678     DeterminePaths(argv[0]);
    00679     TarScanner::DoScan(TarScanner::BASESET);
    00680     BaseGraphics::FindSets();
    00681     BaseSounds::FindSets();
    00682     BaseMusic::FindSets();
    00683     ShowHelp();
    00684     delete scanner;
    00685     return 0;
    00686   }
    00687
    00688 #if defined(WINCE) && defined(_DEBUG)
    00689   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00690   SetDebugString("4");
    00691 #endif
    00692
    00693   DeterminePaths(argv[0]);
    00694   TarScanner::DoScan(TarScanner::BASESET);
    00695
    00696 #if defined(ENABLE_NETWORK)
    00697   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00698   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00699
    00700 #if defined(UNIX) && !defined(__MORPHOS__)
    00701   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00702   if (_dedicated_forks) DedicatedFork();
    00703 #endif
    00704 #endif
    00705
    00706   LoadFromConfig(true);
    00707
    00708   if (resolution.width != 0) _cur_resolution = resolution;
    00709
    00710   /*
    00711    * The width and height must be at least 1 pixel and width times
    00712    * height times bytes per pixel must still fit within a 32 bits
    00713    * integer, even for 32 bpp video modes. This way all internal
    00714    * drawing routines work correctly.
    00715    */
    00716   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00717   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00718
    00719   /* Assume the cursor starts within the game as not all video drivers
    00720    * get an event that the cursor is within the window when it is opened.
    00721    * Saying the cursor is there makes no visible difference as it would
    00722    * just be out of the bounds of the window. */
    00723   _cursor.in_window = true;
    00724
    00725   /* enumerate language files */
    00726   InitializeLanguagePacks();
    00727
    00728   /* Initialize the regular font for FreeType */
    00729   InitFreeType(false);
    00730
    00731   /* This must be done early, since functions use the SetWindowDirty* calls */
    00732   InitWindowSystem();
    00733
    00734   BaseGraphics::FindSets();
    00735   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00736   if (!BaseGraphics::SetSet(graphics_set)) {
    00737     if (!StrEmpty(graphics_set)) {
    00738       BaseGraphics::SetSet(NULL);
    00739
    00740       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
    00741       msg.SetDParamStr(0, graphics_set);
    00742       ScheduleErrorMessage(msg);
    00743     }
    00744   }
    00745   free(graphics_set);
    00746
    00747   /* Initialize game palette */
    00748   GfxInitPalettes();
    00749
    00750   DEBUG(misc, 1, "Loading blitter...");
    00751   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00752   _blitter_autodetected = StrEmpty(blitter);
    00753   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00754   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00755     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00756       StrEmpty(blitter) ?
    00757         usererror("Failed to autoprobe blitter") :
    00758         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00759     }
    00760   }
    00761   free(blitter);
    00762
    00763   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00764   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00765   if (_video_driver == NULL) {
    00766     StrEmpty(videodriver) ?
    00767       usererror("Failed to autoprobe video driver") :
    00768       usererror("Failed to select requested video driver '%s'", videodriver);
    00769   }
    00770   free(videodriver);
    00771
    00772   /* Initialize the zoom level of the screen to normal */
    00773   _screen.zoom = ZOOM_LVL_NORMAL;
    00774
    00775   NetworkStartUp(); // initialize network-core
    00776
    00777 #if defined(ENABLE_NETWORK)
    00778   if (debuglog_conn != NULL && _network_available) {
    00779     const char *not_used = NULL;
    00780     const char *port = NULL;
    00781     uint16 rport;
    00782
    00783     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00784
    00785     ParseConnectionString(&not_used, &port, debuglog_conn);
    00786     if (port != NULL) rport = atoi(port);
    00787
    00788     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00789   }
    00790 #endif /* ENABLE_NETWORK */
    00791
    00792   if (!HandleBootstrap()) goto exit;
    00793
    00794   _video_driver->ClaimMousePointer();
    00795
    00796   /* initialize screenshot formats */
    00797   InitializeScreenshotFormats();
    00798
    00799   BaseSounds::FindSets();
    00800   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00801   if (!BaseSounds::SetSet(sounds_set)) {
    00802     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
    00803       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
    00804     } else {
    00805       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
    00806       msg.SetDParamStr(0, sounds_set);
    00807       ScheduleErrorMessage(msg);
    00808     }
    00809   }
    00810   free(sounds_set);
    00811
    00812   BaseMusic::FindSets();
    00813   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00814   if (!BaseMusic::SetSet(music_set)) {
    00815     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
    00816       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
    00817     } else {
    00818       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
    00819       msg.SetDParamStr(0, music_set);
    00820       ScheduleErrorMessage(msg);
    00821     }
    00822   }
    00823   free(music_set);
    00824
    00825   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00826   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00827   if (_sound_driver == NULL) {
    00828     StrEmpty(sounddriver) ?
    00829       usererror("Failed to autoprobe sound driver") :
    00830       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00831   }
    00832   free(sounddriver);
    00833
    00834   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00835   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00836   if (_music_driver == NULL) {
    00837     StrEmpty(musicdriver) ?
    00838       usererror("Failed to autoprobe music driver") :
    00839       usererror("Failed to select requested music driver '%s'", musicdriver);
    00840   }
    00841   free(musicdriver);
    00842
    00843   /* Take our initial lock on whatever we might want to do! */
    00844   _modal_progress_paint_mutex->BeginCritical();
    00845   _modal_progress_work_mutex->BeginCritical();
    00846
    00847   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00848   WaitTillGeneratedWorld();
    00849
    00850   LoadIntroGame(false);
    00851
    00852   CheckForMissingGlyphs();
    00853
    00854   ScanNewGRFFiles(scanner);
    00855
    00856   _video_driver->MainLoop();
    00857
    00858   WaitTillSaved();
    00859
    00860   /* only save config if we have to */
    00861   if (save_config) {
    00862     SaveToConfig();
    00863     SaveHotkeysToConfig();
    00864     SaveToHighScore();
    00865   }
    00866
    00867 exit:
    00868   /* Reset windowing system, stop drivers, free used memory, ... */
    00869   ShutdownGame();
    00870
    00871   free(BaseGraphics::ini_set);
    00872   free(BaseSounds::ini_set);
    00873   free(BaseMusic::ini_set);
    00874   free(_ini_musicdriver);
    00875   free(_ini_sounddriver);
    00876   free(_ini_videodriver);
    00877   free(_ini_blitter);
    00878
    00879   return 0;
    00880 }
    00881
    00882 void HandleExitGameRequest()
    00883 {
    00884   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00885     _exit_game = true;
    00886   } else if (_settings_client.gui.autosave_on_exit) {
    00887     DoExitSave();
    00888     _exit_game = true;
    00889   } else {
    00890     AskExitGame();
    00891   }
    00892 }
    00893
    00894 static void MakeNewGameDone()
    00895 {
    00896   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00897
    00898   /* In a dedicated server, the server does not play */
    00899   if (!_video_driver->HasGUI()) {
    00900     SetLocalCompany(COMPANY_SPECTATOR);
    00901     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00902     return;
    00903   }
    00904
    00905   /* Create a single company */
    00906   DoStartupNewCompany(false);
    00907
    00908   Company *c = Company::Get(COMPANY_FIRST);
    00909   c->settings = _settings_client.company;
    00910
    00911   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00912
    00913   SetLocalCompany(COMPANY_FIRST);
    00914
    00915   InitializeRailGUI();
    00916
    00917 #ifdef ENABLE_NETWORK
    00918   /* We are the server, we start a new company (not dedicated),
    00919    * so set the default password *if* needed. */
    00920   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00921     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00922   }
    00923 #endif /* ENABLE_NETWORK */
    00924
    00925   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00926
    00927   MarkWholeScreenDirty();
    00928 }
    00929
    00930 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00931 {
    00932   _game_mode = GM_NORMAL;
    00933
    00934   ResetGRFConfig(true);
    00935
    00936   GenerateWorldSetCallback(&MakeNewGameDone);
    00937   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00938 }
    00939
    00940 static void MakeNewEditorWorldDone()
    00941 {
    00942   SetLocalCompany(OWNER_NONE);
    00943 }
    00944
    00945 static void MakeNewEditorWorld()
    00946 {
    00947   _game_mode = GM_EDITOR;
    00948
    00949   ResetGRFConfig(true);
    00950
    00951   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00952   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00953 }
    00954
    00965 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00966 {
    00967   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00968   GameMode ogm = _game_mode;
    00969
    00970   _game_mode = newgm;
    00971
    00972   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00973     case SL_OK: return true;
    00974
    00975     case SL_REINIT:
    00976 #ifdef ENABLE_NETWORK
    00977       if (_network_dedicated) {
    00978         /*
    00979          * We need to reinit a network map...
    00980          * We can't simply load the intro game here as that game has many
    00981          * special cases which make clients desync immediately. So we fall
    00982          * back to just generating a new game with the current settings.
    00983          */
    00984         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00985         MakeNewGame(false, true);
    00986         return false;
    00987       }
    00988       if (_network_server) {
    00989         /* We can't load the intro game as server, so disconnect first. */
    00990         NetworkDisconnect();
    00991       }
    00992 #endif /* ENABLE_NETWORK */
    00993
    00994       switch (ogm) {
    00995         default:
    00996         case GM_MENU:   LoadIntroGame();      break;
    00997         case GM_EDITOR: MakeNewEditorWorld(); break;
    00998       }
    00999       return false;
    01000
    01001     default:
    01002       _game_mode = ogm;
    01003       return false;
    01004   }
    01005 }
    01006
    01007 void SwitchToMode(SwitchMode new_mode)
    01008 {
    01009 #ifdef ENABLE_NETWORK
    01010   /* If we are saving something, the network stays in his current state */
    01011   if (new_mode != SM_SAVE_GAME) {
    01012     /* If the network is active, make it not-active */
    01013     if (_networking) {
    01014       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01015         NetworkReboot();
    01016       } else {
    01017         NetworkDisconnect();
    01018       }
    01019     }
    01020
    01021     /* If we are a server, we restart the server */
    01022     if (_is_network_server) {
    01023       /* But not if we are going to the menu */
    01024       if (new_mode != SM_MENU) {
    01025         /* check if we should reload the config */
    01026         if (_settings_client.network.reload_cfg) {
    01027           LoadFromConfig();
    01028           MakeNewgameSettingsLive();
    01029           ResetGRFConfig(false);
    01030         }
    01031         NetworkServerStart();
    01032       } else {
    01033         /* This client no longer wants to be a network-server */
    01034         _is_network_server = false;
    01035       }
    01036     }
    01037   }
    01038 #endif /* ENABLE_NETWORK */
    01039   /* Make sure all AI controllers are gone at quiting game */
    01040   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01041
    01042   switch (new_mode) {
    01043     case SM_EDITOR: // Switch to scenario editor
    01044       MakeNewEditorWorld();
    01045       break;
    01046
    01047     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01048     case SM_NEWGAME: // New Game --> 'Random game'
    01049 #ifdef ENABLE_NETWORK
    01050       if (_network_server) {
    01051         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01052       }
    01053 #endif /* ENABLE_NETWORK */
    01054       MakeNewGame(false, new_mode == SM_NEWGAME);
    01055       break;
    01056
    01057     case SM_LOAD_GAME: { // Load game, Play Scenario
    01058       ResetGRFConfig(true);
    01059       ResetWindowSystem();
    01060
    01061       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01062         SetDParamStr(0, GetSaveLoadErrorString());
    01063         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01064       } else {
    01065         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01066           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
    01067           EngineOverrideManager::ResetToCurrentNewGRFConfig();
    01068         }
    01069         /* Update the local company for a loaded game. It is either always
    01070          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01071         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01072         /* Execute the game-start script */
    01073         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01074         /* Decrease pause counter (was increased from opening load dialog) */
    01075         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01076 #ifdef ENABLE_NETWORK
    01077         if (_network_server) {
    01078           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01079         }
    01080 #endif /* ENABLE_NETWORK */
    01081       }
    01082       break;
    01083     }
    01084
    01085     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01086 #ifdef ENABLE_NETWORK
    01087       if (_network_server) {
    01088         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01089       }
    01090 #endif /* ENABLE_NETWORK */
    01091       MakeNewGame(true, true);
    01092       break;
    01093
    01094     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01095       SetLocalCompany(OWNER_NONE);
    01096
    01097       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01098       MarkWholeScreenDirty();
    01099       break;
    01100
    01101     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01102       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01103         SetLocalCompany(OWNER_NONE);
    01104         _settings_newgame.game_creation.starting_year = _cur_year;
    01105         /* Cancel the saveload pausing */
    01106         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01107       } else {
    01108         SetDParamStr(0, GetSaveLoadErrorString());
    01109         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01110       }
    01111       break;
    01112     }
    01113
    01114     case SM_MENU: // Switch to game intro menu
    01115       LoadIntroGame();
    01116       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01117         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01118         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01119       }
    01120       break;
    01121
    01122     case SM_SAVE_GAME: // Save game.
    01123       /* Make network saved games on pause compatible to singleplayer */
    01124       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01125         SetDParamStr(0, GetSaveLoadErrorString());
    01126         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01127       } else {
    01128         DeleteWindowById(WC_SAVELOAD, 0);
    01129       }
    01130       break;
    01131
    01132     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01133       MakeHeightmapScreenshot(_file_to_saveload.name);
    01134       DeleteWindowById(WC_SAVELOAD, 0);
    01135       break;
    01136
    01137     case SM_GENRANDLAND: // Generate random land within scenario editor
    01138       SetLocalCompany(OWNER_NONE);
    01139       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01140       /* XXX: set date */
    01141       MarkWholeScreenDirty();
    01142       break;
    01143
    01144     default: NOT_REACHED();
    01145   }
    01146 }
    01147
    01148
    01155 static void CheckCaches()
    01156 {
    01157   /* Return here so it is easy to add checks that are run
    01158    * always to aid testing of caches. */
    01159   if (_debug_desync_level <= 1) return;
    01160
    01161   /* Check the town caches. */
    01162   SmallVector<TownCache, 4> old_town_caches;
    01163   Town *t;
    01164   FOR_ALL_TOWNS(t) {
    01165     MemCpyT(old_town_caches.Append(), &t->cache);
    01166   }
    01167
    01168   extern void RebuildTownCaches();
    01169   RebuildTownCaches();
    01170   RebuildSubsidisedSourceAndDestinationCache();
    01171
    01172   uint i = 0;
    01173   FOR_ALL_TOWNS(t) {
    01174     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
    01175       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
    01176     }
    01177     i++;
    01178   }
    01179
    01180   /* Check company infrastructure cache. */
    01181   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01182   Company *c;
    01183   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01184
    01185   extern void AfterLoadCompanyStats();
    01186   AfterLoadCompanyStats();
    01187
    01188   i = 0;
    01189   FOR_ALL_COMPANIES(c) {
    01190     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01191       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01192     }
    01193     i++;
    01194   }
    01195
    01196   /* Strict checking of the road stop cache entries */
    01197   const RoadStop *rs;
    01198   FOR_ALL_ROADSTOPS(rs) {
    01199     if (IsStandardRoadStopTile(rs->xy)) continue;
    01200
    01201     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01202     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01203     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01204   }
    01205
    01206   Vehicle *v;
    01207   FOR_ALL_VEHICLES(v) {
    01208     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01209     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01210
    01211     uint length = 0;
    01212     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01213
    01214     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01215     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01216     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01217     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01218
    01219     length = 0;
    01220     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01221       FillNewGRFVehicleCache(u);
    01222       grf_cache[length] = u->grf_cache;
    01223       veh_cache[length] = u->vcache;
    01224       switch (u->type) {
    01225         case VEH_TRAIN:
    01226           gro_cache[length] = Train::From(u)->gcache;
    01227           tra_cache[length] = Train::From(u)->tcache;
    01228           break;
    01229         case VEH_ROAD:
    01230           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01231           break;
    01232         default:
    01233           break;
    01234       }
    01235       length++;
    01236     }
    01237
    01238     switch (v->type) {
    01239       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01240       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01241       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01242       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01243       default: break;
    01244     }
    01245
    01246     length = 0;
    01247     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01248       FillNewGRFVehicleCache(u);
    01249       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01250         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);
    01251       }
    01252       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01253         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);
    01254       }
    01255       switch (u->type) {
    01256         case VEH_TRAIN:
    01257           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01258             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);
    01259           }
    01260           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01261             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01262           }
    01263           break;
    01264         case VEH_ROAD:
    01265           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01266             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);
    01267           }
    01268           break;
    01269         default:
    01270           break;
    01271       }
    01272       length++;
    01273     }
    01274
    01275     free(grf_cache);
    01276     free(veh_cache);
    01277     free(gro_cache);
    01278     free(tra_cache);
    01279   }
    01280
    01281   /* Check whether the caches are still valid */
    01282   FOR_ALL_VEHICLES(v) {
    01283     byte buff[sizeof(VehicleCargoList)];
    01284     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01285     v->cargo.InvalidateCache();
    01286     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01287   }
    01288
    01289   Station *st;
    01290   FOR_ALL_STATIONS(st) {
    01291     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01292       byte buff[sizeof(StationCargoList)];
    01293       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01294       st->goods[c].cargo.InvalidateCache();
    01295       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01296     }
    01297   }
    01298 }
    01299
    01305 void StateGameLoop()
    01306 {
    01307   /* dont execute the state loop during pause */
    01308   if (_pause_mode != PM_UNPAUSED) {
    01309     UpdateLandscapingLimits();
    01310     Game::GameLoop();
    01311     CallWindowTickEvent();
    01312     return;
    01313   }
    01314   if (HasModalProgress()) return;
    01315
    01316   ClearStorageChanges(false);
    01317
    01318   if (_game_mode == GM_EDITOR) {
    01319     RunTileLoop();
    01320     CallVehicleTicks();
    01321     CallLandscapeTick();
    01322     ClearStorageChanges(true);
    01323     UpdateLandscapingLimits();
    01324
    01325     CallWindowTickEvent();
    01326     NewsLoop();
    01327   } else {
    01328     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01329       /* Save the desync savegame if needed. */
    01330       char name[MAX_PATH];
    01331       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01332       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01333     }
    01334
    01335     CheckCaches();
    01336
    01337     /* All these actions has to be done from OWNER_NONE
    01338      *  for multiplayer compatibility */
    01339     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01340
    01341     AnimateAnimatedTiles();
    01342     IncreaseDate();
    01343     RunTileLoop();
    01344     CallVehicleTicks();
    01345     CallLandscapeTick();
    01346     ClearStorageChanges(true);
    01347
    01348     AI::GameLoop();
    01349     Game::GameLoop();
    01350     UpdateLandscapingLimits();
    01351
    01352     CallWindowTickEvent();
    01353     NewsLoop();
    01354     cur_company.Restore();
    01355   }
    01356
    01357   assert(IsLocalCompany());
    01358 }
    01359
    01364 static void DoAutosave()
    01365 {
    01366   char buf[MAX_PATH];
    01367
    01368 #if defined(PSP)
    01369   /* Autosaving in networking is too time expensive for the PSP */
    01370   if (_networking) return;
    01371 #endif /* PSP */
    01372
    01373   if (_settings_client.gui.keep_all_autosave) {
    01374     GenerateDefaultSaveName(buf, lastof(buf));
    01375     strecat(buf, ".sav", lastof(buf));
    01376   } else {
    01377     static int _autosave_ctr = 0;
    01378
    01379     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01380     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01381
    01382     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01383   }
    01384
    01385   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01386   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01387     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01388   }
    01389 }
    01390
    01391 void GameLoop()
    01392 {
    01393   if (_game_mode == GM_BOOTSTRAP) {
    01394 #ifdef ENABLE_NETWORK
    01395     /* Check for UDP stuff */
    01396     if (_network_available) NetworkBackgroundLoop();
    01397 #endif
    01398     InputLoop();
    01399     return;
    01400   }
    01401
    01402   ProcessAsyncSaveFinish();
    01403
    01404   /* autosave game? */
    01405   if (_do_autosave) {
    01406     _do_autosave = false;
    01407     DoAutosave();
    01408     SetWindowDirty(WC_STATUS_BAR, 0);
    01409   }
    01410
    01411   /* switch game mode? */
    01412   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01413     SwitchToMode(_switch_mode);
    01414     _switch_mode = SM_NONE;
    01415   }
    01416
    01417   IncreaseSpriteLRU();
    01418   InteractiveRandom();
    01419
    01420   extern int _caret_timer;
    01421   _caret_timer += 3;
    01422   CursorTick();
    01423
    01424 #ifdef ENABLE_NETWORK
    01425   /* Check for UDP stuff */
    01426   if (_network_available) NetworkBackgroundLoop();
    01427
    01428   if (_networking && !HasModalProgress()) {
    01429     /* Multiplayer */
    01430     NetworkGameLoop();
    01431   } else {
    01432     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01433       /* This means that we want to reconnect to the last host
    01434        * We do this here, because it means that the network is really closed */
    01435       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01436     }
    01437     /* Singleplayer */
    01438     StateGameLoop();
    01439   }
    01440
    01441   /* Check chat messages roughly once a second. */
    01442   static uint check_message = 0;
    01443   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01444     check_message = 0;
    01445     NetworkChatMessageLoop();
    01446   }
    01447 #else
    01448   StateGameLoop();
    01449 #endif /* ENABLE_NETWORK */
    01450
    01451   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01452
    01453   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01454
    01455   InputLoop();
    01456
    01457   _sound_driver->MainLoop();
    01458   MusicLoop();
    01459 }