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 }