# 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/linkgraphschedule.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 Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00080 extern void ShowOSErrorBox(const char *buf, bool system);
    00081 extern char *_config_file;
    00082
    00088 void CDECL usererror(const char *s, ...)
    00089 {
    00090   va_list va;
    00091   char buf[512];
    00092
    00093   va_start(va, s);
    00094   vsnprintf(buf, lengthof(buf), s, va);
    00095   va_end(va);
    00096
    00097   ShowOSErrorBox(buf, false);
    00098   if (_video_driver != NULL) _video_driver->Stop();
    00099
    00100   exit(1);
    00101 }
    00102
    00108 void CDECL error(const char *s, ...)
    00109 {
    00110   va_list va;
    00111   char buf[512];
    00112
    00113   va_start(va, s);
    00114   vsnprintf(buf, lengthof(buf), s, va);
    00115   va_end(va);
    00116
    00117   ShowOSErrorBox(buf, true);
    00118
    00119   /* Set the error message for the crash log and then invoke it. */
    00120   CrashLog::SetErrorMessage(buf);
    00121   abort();
    00122 }
    00123
    00128 void CDECL ShowInfoF(const char *str, ...)
    00129 {
    00130   va_list va;
    00131   char buf[1024];
    00132   va_start(va, str);
    00133   vsnprintf(buf, lengthof(buf), str, va);
    00134   va_end(va);
    00135   ShowInfo(buf);
    00136 }
    00137
    00141 static void ShowHelp()
    00142 {
    00143   char buf[8192];
    00144   char *p = buf;
    00145
    00146   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00147   p = strecpy(p,
    00148     "\n"
    00149     "\n"
    00150     "Command line options:\n"
    00151     "  -v drv              = Set video driver (see below)\n"
    00152     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00153     "  -m drv              = Set music driver (see below)\n"
    00154     "  -b drv              = Set the blitter to use (see below)\n"
    00155     "  -r res              = Set resolution (for instance 800x600)\n"
    00156     "  -h                  = Display this help text\n"
    00157     "  -t year             = Set starting year\n"
    00158     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00159     "  -e                  = Start Editor\n"
    00160     "  -g [savegame]       = Start new/save game immediately\n"
    00161     "  -G seed             = Set random seed\n"
    00162 #if defined(ENABLE_NETWORK)
    00163     "  -n [ip:port#company]= Join network game\n"
    00164     "  -p password         = Password to join server\n"
    00165     "  -P password         = Password to join company\n"
    00166     "  -D [ip][:port]      = Start dedicated server\n"
    00167     "  -l ip[:port]        = Redirect DEBUG()\n"
    00168 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00169     "  -f                  = Fork into the background (dedicated only)\n"
    00170 #endif
    00171 #endif /* ENABLE_NETWORK */
    00172     "  -I graphics_set     = Force the graphics set (see below)\n"
    00173     "  -S sounds_set       = Force the sounds set (see below)\n"
    00174     "  -M music_set        = Force the music set (see below)\n"
    00175     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00176     "  -x                  = Do not automatically save to config file on exit\n"
    00177     "  -q savegame         = Write some information about the savegame and exit\n"
    00178     "\n",
    00179     lastof(buf)
    00180   );
    00181
    00182   /* List the graphics packs */
    00183   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00184
    00185   /* List the sounds packs */
    00186   p = BaseSounds::GetSetsList(p, lastof(buf));
    00187
    00188   /* List the music packs */
    00189   p = BaseMusic::GetSetsList(p, lastof(buf));
    00190
    00191   /* List the drivers */
    00192   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00193
    00194   /* List the blitters */
    00195   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00196
    00197   /* List the debug facilities. */
    00198   p = DumpDebugFacilityNames(p, lastof(buf));
    00199
    00200   /* We need to initialize the AI, so it finds the AIs */
    00201   AI::Initialize();
    00202   p = AI::GetConsoleList(p, lastof(buf), true);
    00203   AI::Uninitialize(true);
    00204
    00205   /* We need to initialize the GameScript, so it finds the GSs */
    00206   Game::Initialize();
    00207   p = Game::GetConsoleList(p, lastof(buf), true);
    00208   Game::Uninitialize(true);
    00209
    00210   /* ShowInfo put output to stderr, but version information should go
    00211    * to stdout; this is the only exception */
    00212 #if !defined(WIN32) && !defined(WIN64)
    00213   printf("%s\n", buf);
    00214 #else
    00215   ShowInfo(buf);
    00216 #endif
    00217 }
    00218
    00219 static void WriteSavegameInfo(const char *name)
    00220 {
    00221   extern uint16 _sl_version;
    00222   uint32 last_ottd_rev = 0;
    00223   byte ever_modified = 0;
    00224   bool removed_newgrfs = false;
    00225
    00226   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
    00227
    00228   char buf[8192];
    00229   char *p = buf;
    00230   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
    00231   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
    00232   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
    00233   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
    00234
    00235   if (removed_newgrfs) {
    00236     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
    00237   }
    00238
    00239   p = strecpy(p, "NewGRFs:\n", lastof(buf));
    00240   if (_load_check_data.HasNewGrfs()) {
    00241     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
    00242       char md5sum[33];
    00243       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
    00244       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
    00245     }
    00246   }
    00247
    00248   /* ShowInfo put output to stderr, but version information should go
    00249    * to stdout; this is the only exception */
    00250 #if !defined(WIN32) && !defined(WIN64)
    00251   printf("%s\n", buf);
    00252 #else
    00253   ShowInfo(buf);
    00254 #endif
    00255 }
    00256
    00257
    00264 static void ParseResolution(Dimension *res, const char *s)
    00265 {
    00266   const char *t = strchr(s, 'x');
    00267   if (t == NULL) {
    00268     ShowInfoF("Invalid resolution '%s'", s);
    00269     return;
    00270   }
    00271
    00272   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00273   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00274 }
    00275
    00276
    00281 static void ShutdownGame()
    00282 {
    00283   IConsoleFree();
    00284
    00285   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00286
    00287   DriverFactoryBase::ShutdownDrivers();
    00288
    00289   UnInitWindowSystem();
    00290
    00291   /* stop the scripts */
    00292   AI::Uninitialize(false);
    00293   Game::Uninitialize(false);
    00294
    00295   /* Uninitialize variables that are allocated dynamically */
    00296   GamelogReset();
    00297
    00298 #ifdef ENABLE_NETWORK
    00299   free(_config_file);
    00300 #endif
    00301
    00302   LinkGraphSchedule::Clear();
    00303   PoolBase::Clean(PT_ALL);
    00304
    00305   /* No NewGRFs were loaded when it was still bootstrapping. */
    00306   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00307
    00308   /* Close all and any open filehandles */
    00309   FioCloseAll();
    00310
    00311   UninitFreeType();
    00312 }
    00313
    00318 static void LoadIntroGame(bool load_newgrfs = true)
    00319 {
    00320   _game_mode = GM_MENU;
    00321
    00322   if (load_newgrfs) ResetGRFConfig(false);
    00323
    00324   /* Setup main window */
    00325   ResetWindowSystem();
    00326   SetupColoursAndInitialWindow();
    00327
    00328   /* Load the default opening screen savegame */
    00329   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00330     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00331     WaitTillGeneratedWorld();
    00332     SetLocalCompany(COMPANY_SPECTATOR);
    00333   } else {
    00334     SetLocalCompany(COMPANY_FIRST);
    00335   }
    00336
    00337   _pause_mode = PM_UNPAUSED;
    00338   _cursor.fix_at = false;
    00339
    00340   if (load_newgrfs) CheckForMissingSprites();
    00341   CheckForMissingGlyphs();
    00342
    00343   /* Play main theme */
    00344   if (_music_driver->IsSongPlaying()) ResetMusic();
    00345 }
    00346
    00347 void MakeNewgameSettingsLive()
    00348 {
    00349   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00350     if (_settings_game.ai_config[c] != NULL) {
    00351       delete _settings_game.ai_config[c];
    00352     }
    00353   }
    00354   if (_settings_game.game_config != NULL) {
    00355     delete _settings_game.game_config;
    00356   }
    00357
    00358   /* Copy newgame settings to active settings.
    00359    * Also initialise old settings needed for savegame conversion. */
    00360   _settings_game = _settings_newgame;
    00361   _old_vds = _settings_client.company.vehicle;
    00362
    00363   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00364     _settings_game.ai_config[c] = NULL;
    00365     if (_settings_newgame.ai_config[c] != NULL) {
    00366       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00367     }
    00368   }
    00369   _settings_game.game_config = NULL;
    00370   if (_settings_newgame.game_config != NULL) {
    00371     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00372   }
    00373 }
    00374
    00375 void OpenBrowser(const char *url)
    00376 {
    00377   /* Make sure we only accept urls that are sure to open a browser. */
    00378   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00379
    00380   extern void OSOpenBrowser(const char *url);
    00381   OSOpenBrowser(url);
    00382 }
    00383
    00385 struct AfterNewGRFScan : NewGRFScanCallback {
    00386   Year startyear;
    00387   uint generation_seed;
    00388   char *dedicated_host;
    00389   uint16 dedicated_port;
    00390   char *network_conn;
    00391   const char *join_server_password;
    00392   const char *join_company_password;
    00393   bool *save_config_ptr;
    00394   bool save_config;
    00395
    00401   AfterNewGRFScan(bool *save_config_ptr) :
    00402       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00403       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00404       join_server_password(NULL), join_company_password(NULL),
    00405       save_config_ptr(save_config_ptr), save_config(true)
    00406   {
    00407   }
    00408
    00409   virtual void OnNewGRFsScanned()
    00410   {
    00411     ResetGRFConfig(false);
    00412
    00413     TarScanner::DoScan(TarScanner::SCENARIO);
    00414
    00415     AI::Initialize();
    00416     Game::Initialize();
    00417
    00418     /* We want the new (correct) NewGRF count to survive the loading. */
    00419     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00420     LoadFromConfig();
    00421     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00422     /* Since the default for the palette might have changed due to
    00423      * reading the configuration file, recalculate that now. */
    00424     UpdateNewGRFConfigPalette();
    00425
    00426     Game::Uninitialize(true);
    00427     AI::Uninitialize(true);
    00428     CheckConfig();
    00429     LoadFromHighScore();
    00430     LoadHotkeysFromConfig();
    00431     WindowDesc::LoadFromConfig();
    00432
    00433     /* We have loaded the config, so we may possibly save it. */
    00434     *save_config_ptr = save_config;
    00435
    00436     /* restore saved music volume */
    00437     _music_driver->SetVolume(_settings_client.music.music_vol);
    00438
    00439     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00440     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00441
    00442 #if defined(ENABLE_NETWORK)
    00443     if (dedicated_host != NULL) {
    00444       _network_bind_list.Clear();
    00445       *_network_bind_list.Append() = strdup(dedicated_host);
    00446     }
    00447     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00448 #endif /* ENABLE_NETWORK */
    00449
    00450     /* initialize the ingame console */
    00451     IConsoleInit();
    00452     InitializeGUI();
    00453     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00454
    00455     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00456     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00457
    00458 #ifdef ENABLE_NETWORK
    00459     if (_network_available && network_conn != NULL) {
    00460       const char *port = NULL;
    00461       const char *company = NULL;
    00462       uint16 rport = NETWORK_DEFAULT_PORT;
    00463       CompanyID join_as = COMPANY_NEW_COMPANY;
    00464
    00465       ParseConnectionString(&company, &port, network_conn);
    00466
    00467       if (company != NULL) {
    00468         join_as = (CompanyID)atoi(company);
    00469
    00470         if (join_as != COMPANY_SPECTATOR) {
    00471           join_as--;
    00472           if (join_as >= MAX_COMPANIES) {
    00473             delete this;
    00474             return;
    00475           }
    00476         }
    00477       }
    00478       if (port != NULL) rport = atoi(port);
    00479
    00480       LoadIntroGame();
    00481       _switch_mode = SM_NONE;
    00482       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00483     }
    00484 #endif /* ENABLE_NETWORK */
    00485
    00486     /* After the scan we're not used anymore. */
    00487     delete this;
    00488   }
    00489 };
    00490
    00491 #if defined(UNIX) && !defined(__MORPHOS__)
    00492 extern void DedicatedFork();
    00493 #endif
    00494
    00496 static const OptionData _options[] = {
    00497    GETOPT_SHORT_VALUE('I'),
    00498    GETOPT_SHORT_VALUE('S'),
    00499    GETOPT_SHORT_VALUE('M'),
    00500    GETOPT_SHORT_VALUE('m'),
    00501    GETOPT_SHORT_VALUE('s'),
    00502    GETOPT_SHORT_VALUE('v'),
    00503    GETOPT_SHORT_VALUE('b'),
    00504 #if defined(ENABLE_NETWORK)
    00505   GETOPT_SHORT_OPTVAL('D'),
    00506   GETOPT_SHORT_OPTVAL('n'),
    00507    GETOPT_SHORT_VALUE('l'),
    00508    GETOPT_SHORT_VALUE('p'),
    00509    GETOPT_SHORT_VALUE('P'),
    00510 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00511    GETOPT_SHORT_NOVAL('f'),
    00512 #endif
    00513 #endif /* ENABLE_NETWORK */
    00514    GETOPT_SHORT_VALUE('r'),
    00515    GETOPT_SHORT_VALUE('t'),
    00516   GETOPT_SHORT_OPTVAL('d'),
    00517    GETOPT_SHORT_NOVAL('e'),
    00518   GETOPT_SHORT_OPTVAL('g'),
    00519    GETOPT_SHORT_VALUE('G'),
    00520    GETOPT_SHORT_VALUE('c'),
    00521    GETOPT_SHORT_NOVAL('x'),
    00522    GETOPT_SHORT_VALUE('q'),
    00523    GETOPT_SHORT_NOVAL('h'),
    00524   GETOPT_END()
    00525 };
    00526
    00527
    00528 int ttd_main(int argc, char *argv[])
    00529 {
    00530   char *musicdriver = NULL;
    00531   char *sounddriver = NULL;
    00532   char *videodriver = NULL;
    00533   char *blitter = NULL;
    00534   char *graphics_set = NULL;
    00535   char *sounds_set = NULL;
    00536   char *music_set = NULL;
    00537   Dimension resolution = {0, 0};
    00538   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00539   bool save_config = false;
    00540   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00541 #if defined(ENABLE_NETWORK)
    00542   bool dedicated = false;
    00543   char *debuglog_conn = NULL;
    00544
    00545   extern bool _dedicated_forks;
    00546   _dedicated_forks = false;
    00547 #endif /* ENABLE_NETWORK */
    00548
    00549   _game_mode = GM_MENU;
    00550   _switch_mode = SM_MENU;
    00551   _config_file = NULL;
    00552
    00553   GetOptData mgo(argc - 1, argv + 1, _options);
    00554
    00555   int i;
    00556   while ((i = mgo.GetOpt()) != -1) {
    00557     switch (i) {
    00558     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00559     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00560     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00561     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00562     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00563     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00564     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00565 #if defined(ENABLE_NETWORK)
    00566     case 'D':
    00567       free(musicdriver);
    00568       free(sounddriver);
    00569       free(videodriver);
    00570       free(blitter);
    00571       musicdriver = strdup("null");
    00572       sounddriver = strdup("null");
    00573       videodriver = strdup("dedicated");
    00574       blitter = strdup("null");
    00575       dedicated = true;
    00576       SetDebugString("net=6");
    00577       if (mgo.opt != NULL) {
    00578         /* Use the existing method for parsing (openttd -n).
    00579          * However, we do ignore the #company part. */
    00580         const char *temp = NULL;
    00581         const char *port = NULL;
    00582         ParseConnectionString(&temp, &port, mgo.opt);
    00583         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00584         if (port != NULL) scanner->dedicated_port = atoi(port);
    00585       }
    00586       break;
    00587     case 'f': _dedicated_forks = true; break;
    00588     case 'n':
    00589       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00590       break;
    00591     case 'l':
    00592       debuglog_conn = mgo.opt;
    00593       break;
    00594     case 'p':
    00595       scanner->join_server_password = mgo.opt;
    00596       break;
    00597     case 'P':
    00598       scanner->join_company_password = mgo.opt;
    00599       break;
    00600 #endif /* ENABLE_NETWORK */
    00601     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00602     case 't': scanner->startyear = atoi(mgo.opt); break;
    00603     case 'd': {
    00604 #if defined(WIN32)
    00605         CreateConsole();
    00606 #endif
    00607         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00608         break;
    00609       }
    00610     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00611     case 'g':
    00612       if (mgo.opt != NULL) {
    00613         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00614         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00615         _file_to_saveload.mode = SL_LOAD;
    00616
    00617         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00618         const char *t = strrchr(_file_to_saveload.name, '.');
    00619         if (t != NULL) {
    00620           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00621           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00622         }
    00623
    00624         break;
    00625       }
    00626
    00627       _switch_mode = SM_NEWGAME;
    00628       /* Give a random map if no seed has been given */
    00629       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00630         scanner->generation_seed = InteractiveRandom();
    00631       }
    00632       break;
    00633     case 'q': {
    00634       DeterminePaths(argv[0]);
    00635       if (StrEmpty(mgo.opt)) return 1;
    00636       char title[80];
    00637       title[0] = '\0';
    00638       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00639
    00640       _load_check_data.Clear();
    00641       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00642       if (res != SL_OK || _load_check_data.HasErrors()) {
    00643         fprintf(stderr, "Failed to open savegame\n");
    00644         if (_load_check_data.HasErrors()) {
    00645           char buf[256];
    00646           SetDParamStr(0, _load_check_data.error_data);
    00647           GetString(buf, _load_check_data.error, lastof(buf));
    00648           fprintf(stderr, "%s\n", buf);
    00649         }
    00650         return 1;
    00651       }
    00652
    00653       WriteSavegameInfo(title);
    00654
    00655       return 0;
    00656     }
    00657     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00658     case 'c': _config_file = strdup(mgo.opt); break;
    00659     case 'x': scanner->save_config = false; break;
    00660     case 'h':
    00661       i = -2; // Force printing of help.
    00662       break;
    00663     }
    00664     if (i == -2) break;
    00665   }
    00666
    00667   if (i == -2 || mgo.numleft > 0) {
    00668     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00669      * In all cases, print the help, and exit.
    00670      *
    00671      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00672      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00673     DeterminePaths(argv[0]);
    00674     TarScanner::DoScan(TarScanner::BASESET);
    00675     BaseGraphics::FindSets();
    00676     BaseSounds::FindSets();
    00677     BaseMusic::FindSets();
    00678     ShowHelp();
    00679     delete scanner;
    00680     return 0;
    00681   }
    00682
    00683 #if defined(WINCE) && defined(_DEBUG)
    00684   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00685   SetDebugString("4");
    00686 #endif
    00687
    00688   DeterminePaths(argv[0]);
    00689   TarScanner::DoScan(TarScanner::BASESET);
    00690
    00691 #if defined(ENABLE_NETWORK)
    00692   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00693   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00694
    00695 #if defined(UNIX) && !defined(__MORPHOS__)
    00696   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00697   if (_dedicated_forks) DedicatedFork();
    00698 #endif
    00699 #endif
    00700
    00701   LoadFromConfig(true);
    00702
    00703   if (resolution.width != 0) _cur_resolution = resolution;
    00704
    00705   /*
    00706    * The width and height must be at least 1 pixel and width times
    00707    * height times bytes per pixel must still fit within a 32 bits
    00708    * integer, even for 32 bpp video modes. This way all internal
    00709    * drawing routines work correctly.
    00710    */
    00711   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00712   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00713
    00714   /* Assume the cursor starts within the game as not all video drivers
    00715    * get an event that the cursor is within the window when it is opened.
    00716    * Saying the cursor is there makes no visible difference as it would
    00717    * just be out of the bounds of the window. */
    00718   _cursor.in_window = true;
    00719
    00720   /* enumerate language files */
    00721   InitializeLanguagePacks();
    00722
    00723   /* Initialize the regular font for FreeType */
    00724   InitFreeType(false);
    00725
    00726   /* This must be done early, since functions use the SetWindowDirty* calls */
    00727   InitWindowSystem();
    00728
    00729   BaseGraphics::FindSets();
    00730   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00731   if (!BaseGraphics::SetSet(graphics_set)) {
    00732     if (!StrEmpty(graphics_set)) {
    00733       BaseGraphics::SetSet(NULL);
    00734
    00735       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
    00736       msg.SetDParamStr(0, graphics_set);
    00737       ScheduleErrorMessage(msg);
    00738     }
    00739   }
    00740   free(graphics_set);
    00741
    00742   /* Initialize game palette */
    00743   GfxInitPalettes();
    00744
    00745   DEBUG(misc, 1, "Loading blitter...");
    00746   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00747   _blitter_autodetected = StrEmpty(blitter);
    00748   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00749   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00750     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00751       StrEmpty(blitter) ?
    00752         usererror("Failed to autoprobe blitter") :
    00753         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00754     }
    00755   }
    00756   free(blitter);
    00757
    00758   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00759   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00760   if (_video_driver == NULL) {
    00761     StrEmpty(videodriver) ?
    00762       usererror("Failed to autoprobe video driver") :
    00763       usererror("Failed to select requested video driver '%s'", videodriver);
    00764   }
    00765   free(videodriver);
    00766
    00767   /* Initialize the zoom level of the screen to normal */
    00768   _screen.zoom = ZOOM_LVL_NORMAL;
    00769
    00770   NetworkStartUp(); // initialize network-core
    00771
    00772 #if defined(ENABLE_NETWORK)
    00773   if (debuglog_conn != NULL && _network_available) {
    00774     const char *not_used = NULL;
    00775     const char *port = NULL;
    00776     uint16 rport;
    00777
    00778     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00779
    00780     ParseConnectionString(&not_used, &port, debuglog_conn);
    00781     if (port != NULL) rport = atoi(port);
    00782
    00783     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00784   }
    00785 #endif /* ENABLE_NETWORK */
    00786
    00787   if (!HandleBootstrap()) goto exit;
    00788
    00789   _video_driver->ClaimMousePointer();
    00790
    00791   /* initialize screenshot formats */
    00792   InitializeScreenshotFormats();
    00793
    00794   BaseSounds::FindSets();
    00795   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00796   if (!BaseSounds::SetSet(sounds_set)) {
    00797     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
    00798       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
    00799     } else {
    00800       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
    00801       msg.SetDParamStr(0, sounds_set);
    00802       ScheduleErrorMessage(msg);
    00803     }
    00804   }
    00805   free(sounds_set);
    00806
    00807   BaseMusic::FindSets();
    00808   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00809   if (!BaseMusic::SetSet(music_set)) {
    00810     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
    00811       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
    00812     } else {
    00813       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
    00814       msg.SetDParamStr(0, music_set);
    00815       ScheduleErrorMessage(msg);
    00816     }
    00817   }
    00818   free(music_set);
    00819
    00820   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00821   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00822   if (_sound_driver == NULL) {
    00823     StrEmpty(sounddriver) ?
    00824       usererror("Failed to autoprobe sound driver") :
    00825       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00826   }
    00827   free(sounddriver);
    00828
    00829   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00830   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00831   if (_music_driver == NULL) {
    00832     StrEmpty(musicdriver) ?
    00833       usererror("Failed to autoprobe music driver") :
    00834       usererror("Failed to select requested music driver '%s'", musicdriver);
    00835   }
    00836   free(musicdriver);
    00837
    00838   /* Take our initial lock on whatever we might want to do! */
    00839   _modal_progress_paint_mutex->BeginCritical();
    00840   _modal_progress_work_mutex->BeginCritical();
    00841
    00842   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00843   WaitTillGeneratedWorld();
    00844
    00845   LoadIntroGame(false);
    00846
    00847   CheckForMissingGlyphs();
    00848
    00849   ScanNewGRFFiles(scanner);
    00850
    00851   _video_driver->MainLoop();
    00852
    00853   WaitTillSaved();
    00854
    00855   /* only save config if we have to */
    00856   if (save_config) {
    00857     SaveToConfig();
    00858     SaveHotkeysToConfig();
    00859     WindowDesc::SaveToConfig();
    00860     SaveToHighScore();
    00861   }
    00862
    00863 exit:
    00864   /* Reset windowing system, stop drivers, free used memory, ... */
    00865   ShutdownGame();
    00866
    00867   free(BaseGraphics::ini_set);
    00868   free(BaseSounds::ini_set);
    00869   free(BaseMusic::ini_set);
    00870   free(_ini_musicdriver);
    00871   free(_ini_sounddriver);
    00872   free(_ini_videodriver);
    00873   free(_ini_blitter);
    00874
    00875   return 0;
    00876 }
    00877
    00878 void HandleExitGameRequest()
    00879 {
    00880   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00881     _exit_game = true;
    00882   } else if (_settings_client.gui.autosave_on_exit) {
    00883     DoExitSave();
    00884     _exit_game = true;
    00885   } else {
    00886     AskExitGame();
    00887   }
    00888 }
    00889
    00890 static void MakeNewGameDone()
    00891 {
    00892   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00893
    00894   /* In a dedicated server, the server does not play */
    00895   if (!_video_driver->HasGUI()) {
    00896     SetLocalCompany(COMPANY_SPECTATOR);
    00897     if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00898     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00899     return;
    00900   }
    00901
    00902   /* Create a single company */
    00903   DoStartupNewCompany(false);
    00904
    00905   Company *c = Company::Get(COMPANY_FIRST);
    00906   c->settings = _settings_client.company;
    00907
    00908   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00909
    00910   SetLocalCompany(COMPANY_FIRST);
    00911
    00912   InitializeRailGUI();
    00913
    00914 #ifdef ENABLE_NETWORK
    00915   /* We are the server, we start a new company (not dedicated),
    00916    * so set the default password *if* needed. */
    00917   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00918     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00919   }
    00920 #endif /* ENABLE_NETWORK */
    00921
    00922   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00923
    00924   MarkWholeScreenDirty();
    00925 }
    00926
    00927 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00928 {
    00929   _game_mode = GM_NORMAL;
    00930
    00931   ResetGRFConfig(true);
    00932
    00933   GenerateWorldSetCallback(&MakeNewGameDone);
    00934   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00935 }
    00936
    00937 static void MakeNewEditorWorldDone()
    00938 {
    00939   SetLocalCompany(OWNER_NONE);
    00940 }
    00941
    00942 static void MakeNewEditorWorld()
    00943 {
    00944   _game_mode = GM_EDITOR;
    00945
    00946   ResetGRFConfig(true);
    00947
    00948   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00949   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00950 }
    00951
    00962 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00963 {
    00964   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00965   GameMode ogm = _game_mode;
    00966
    00967   _game_mode = newgm;
    00968
    00969   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00970     case SL_OK: return true;
    00971
    00972     case SL_REINIT:
    00973 #ifdef ENABLE_NETWORK
    00974       if (_network_dedicated) {
    00975         /*
    00976          * We need to reinit a network map...
    00977          * We can't simply load the intro game here as that game has many
    00978          * special cases which make clients desync immediately. So we fall
    00979          * back to just generating a new game with the current settings.
    00980          */
    00981         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00982         MakeNewGame(false, true);
    00983         return false;
    00984       }
    00985       if (_network_server) {
    00986         /* We can't load the intro game as server, so disconnect first. */
    00987         NetworkDisconnect();
    00988       }
    00989 #endif /* ENABLE_NETWORK */
    00990
    00991       switch (ogm) {
    00992         default:
    00993         case GM_MENU:   LoadIntroGame();      break;
    00994         case GM_EDITOR: MakeNewEditorWorld(); break;
    00995       }
    00996       return false;
    00997
    00998     default:
    00999       _game_mode = ogm;
    01000       return false;
    01001   }
    01002 }
    01003
    01004 void SwitchToMode(SwitchMode new_mode)
    01005 {
    01006 #ifdef ENABLE_NETWORK
    01007   /* If we are saving something, the network stays in his current state */
    01008   if (new_mode != SM_SAVE_GAME) {
    01009     /* If the network is active, make it not-active */
    01010     if (_networking) {
    01011       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01012         NetworkReboot();
    01013       } else {
    01014         NetworkDisconnect();
    01015       }
    01016     }
    01017
    01018     /* If we are a server, we restart the server */
    01019     if (_is_network_server) {
    01020       /* But not if we are going to the menu */
    01021       if (new_mode != SM_MENU) {
    01022         /* check if we should reload the config */
    01023         if (_settings_client.network.reload_cfg) {
    01024           LoadFromConfig();
    01025           MakeNewgameSettingsLive();
    01026           ResetGRFConfig(false);
    01027         }
    01028         NetworkServerStart();
    01029       } else {
    01030         /* This client no longer wants to be a network-server */
    01031         _is_network_server = false;
    01032       }
    01033     }
    01034   }
    01035 #endif /* ENABLE_NETWORK */
    01036   /* Make sure all AI controllers are gone at quitting game */
    01037   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01038
    01039   switch (new_mode) {
    01040     case SM_EDITOR: // Switch to scenario editor
    01041       MakeNewEditorWorld();
    01042       break;
    01043
    01044     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01045     case SM_NEWGAME: // New Game --> 'Random game'
    01046 #ifdef ENABLE_NETWORK
    01047       if (_network_server) {
    01048         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01049       }
    01050 #endif /* ENABLE_NETWORK */
    01051       MakeNewGame(false, new_mode == SM_NEWGAME);
    01052       break;
    01053
    01054     case SM_LOAD_GAME: { // Load game, Play Scenario
    01055       ResetGRFConfig(true);
    01056       ResetWindowSystem();
    01057
    01058       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01059         SetDParamStr(0, GetSaveLoadErrorString());
    01060         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01061       } else {
    01062         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01063           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
    01064           EngineOverrideManager::ResetToCurrentNewGRFConfig();
    01065         }
    01066         /* Update the local company for a loaded game. It is either always
    01067          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01068         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01069         /* Execute the game-start script */
    01070         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01071         /* Decrease pause counter (was increased from opening load dialog) */
    01072         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01073 #ifdef ENABLE_NETWORK
    01074         if (_network_server) {
    01075           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01076         }
    01077 #endif /* ENABLE_NETWORK */
    01078       }
    01079       break;
    01080     }
    01081
    01082     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01083 #ifdef ENABLE_NETWORK
    01084       if (_network_server) {
    01085         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01086       }
    01087 #endif /* ENABLE_NETWORK */
    01088       MakeNewGame(true, true);
    01089       break;
    01090
    01091     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01092       SetLocalCompany(OWNER_NONE);
    01093
    01094       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01095       MarkWholeScreenDirty();
    01096       break;
    01097
    01098     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01099       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01100         SetLocalCompany(OWNER_NONE);
    01101         _settings_newgame.game_creation.starting_year = _cur_year;
    01102         /* Cancel the saveload pausing */
    01103         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01104       } else {
    01105         SetDParamStr(0, GetSaveLoadErrorString());
    01106         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01107       }
    01108       break;
    01109     }
    01110
    01111     case SM_MENU: // Switch to game intro menu
    01112       LoadIntroGame();
    01113       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01114         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01115         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01116       }
    01117       break;
    01118
    01119     case SM_SAVE_GAME: // Save game.
    01120       /* Make network saved games on pause compatible to singleplayer */
    01121       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01122         SetDParamStr(0, GetSaveLoadErrorString());
    01123         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01124       } else {
    01125         DeleteWindowById(WC_SAVELOAD, 0);
    01126       }
    01127       break;
    01128
    01129     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01130       MakeHeightmapScreenshot(_file_to_saveload.name);
    01131       DeleteWindowById(WC_SAVELOAD, 0);
    01132       break;
    01133
    01134     case SM_GENRANDLAND: // Generate random land within scenario editor
    01135       SetLocalCompany(OWNER_NONE);
    01136       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01137       /* XXX: set date */
    01138       MarkWholeScreenDirty();
    01139       break;
    01140
    01141     default: NOT_REACHED();
    01142   }
    01143 }
    01144
    01145
    01152 static void CheckCaches()
    01153 {
    01154   /* Return here so it is easy to add checks that are run
    01155    * always to aid testing of caches. */
    01156   if (_debug_desync_level <= 1) return;
    01157
    01158   /* Check the town caches. */
    01159   SmallVector<TownCache, 4> old_town_caches;
    01160   Town *t;
    01161   FOR_ALL_TOWNS(t) {
    01162     MemCpyT(old_town_caches.Append(), &t->cache);
    01163   }
    01164
    01165   extern void RebuildTownCaches();
    01166   RebuildTownCaches();
    01167   RebuildSubsidisedSourceAndDestinationCache();
    01168
    01169   uint i = 0;
    01170   FOR_ALL_TOWNS(t) {
    01171     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
    01172       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
    01173     }
    01174     i++;
    01175   }
    01176
    01177   /* Check company infrastructure cache. */
    01178   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01179   Company *c;
    01180   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01181
    01182   extern void AfterLoadCompanyStats();
    01183   AfterLoadCompanyStats();
    01184
    01185   i = 0;
    01186   FOR_ALL_COMPANIES(c) {
    01187     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01188       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01189     }
    01190     i++;
    01191   }
    01192
    01193   /* Strict checking of the road stop cache entries */
    01194   const RoadStop *rs;
    01195   FOR_ALL_ROADSTOPS(rs) {
    01196     if (IsStandardRoadStopTile(rs->xy)) continue;
    01197
    01198     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01199     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01200     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01201   }
    01202
    01203   Vehicle *v;
    01204   FOR_ALL_VEHICLES(v) {
    01205     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01206     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01207
    01208     uint length = 0;
    01209     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01210
    01211     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01212     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01213     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01214     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01215
    01216     length = 0;
    01217     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01218       FillNewGRFVehicleCache(u);
    01219       grf_cache[length] = u->grf_cache;
    01220       veh_cache[length] = u->vcache;
    01221       switch (u->type) {
    01222         case VEH_TRAIN:
    01223           gro_cache[length] = Train::From(u)->gcache;
    01224           tra_cache[length] = Train::From(u)->tcache;
    01225           break;
    01226         case VEH_ROAD:
    01227           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01228           break;
    01229         default:
    01230           break;
    01231       }
    01232       length++;
    01233     }
    01234
    01235     switch (v->type) {
    01236       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01237       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01238       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01239       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01240       default: break;
    01241     }
    01242
    01243     length = 0;
    01244     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01245       FillNewGRFVehicleCache(u);
    01246       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01247         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);
    01248       }
    01249       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01250         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);
    01251       }
    01252       switch (u->type) {
    01253         case VEH_TRAIN:
    01254           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01255             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);
    01256           }
    01257           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01258             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01259           }
    01260           break;
    01261         case VEH_ROAD:
    01262           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01263             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);
    01264           }
    01265           break;
    01266         default:
    01267           break;
    01268       }
    01269       length++;
    01270     }
    01271
    01272     free(grf_cache);
    01273     free(veh_cache);
    01274     free(gro_cache);
    01275     free(tra_cache);
    01276   }
    01277
    01278   /* Check whether the caches are still valid */
    01279   FOR_ALL_VEHICLES(v) {
    01280     byte buff[sizeof(VehicleCargoList)];
    01281     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01282     v->cargo.InvalidateCache();
    01283     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01284   }
    01285
    01286   Station *st;
    01287   FOR_ALL_STATIONS(st) {
    01288     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01289       byte buff[sizeof(StationCargoList)];
    01290       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01291       st->goods[c].cargo.InvalidateCache();
    01292       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01293     }
    01294   }
    01295 }
    01296
    01302 void StateGameLoop()
    01303 {
    01304   /* don't execute the state loop during pause */
    01305   if (_pause_mode != PM_UNPAUSED) {
    01306     UpdateLandscapingLimits();
    01307     Game::GameLoop();
    01308     CallWindowTickEvent();
    01309     return;
    01310   }
    01311   if (HasModalProgress()) return;
    01312
    01313   ClearStorageChanges(false);
    01314
    01315   if (_game_mode == GM_EDITOR) {
    01316     RunTileLoop();
    01317     CallVehicleTicks();
    01318     CallLandscapeTick();
    01319     ClearStorageChanges(true);
    01320     UpdateLandscapingLimits();
    01321
    01322     CallWindowTickEvent();
    01323     NewsLoop();
    01324   } else {
    01325     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01326       /* Save the desync savegame if needed. */
    01327       char name[MAX_PATH];
    01328       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01329       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01330     }
    01331
    01332     CheckCaches();
    01333
    01334     /* All these actions has to be done from OWNER_NONE
    01335      *  for multiplayer compatibility */
    01336     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01337
    01338     AnimateAnimatedTiles();
    01339     IncreaseDate();
    01340     RunTileLoop();
    01341     CallVehicleTicks();
    01342     CallLandscapeTick();
    01343     ClearStorageChanges(true);
    01344
    01345     AI::GameLoop();
    01346     Game::GameLoop();
    01347     UpdateLandscapingLimits();
    01348
    01349     CallWindowTickEvent();
    01350     NewsLoop();
    01351     cur_company.Restore();
    01352   }
    01353
    01354   assert(IsLocalCompany());
    01355 }
    01356
    01361 static void DoAutosave()
    01362 {
    01363   char buf[MAX_PATH];
    01364
    01365 #if defined(PSP)
    01366   /* Autosaving in networking is too time expensive for the PSP */
    01367   if (_networking) return;
    01368 #endif /* PSP */
    01369
    01370   if (_settings_client.gui.keep_all_autosave) {
    01371     GenerateDefaultSaveName(buf, lastof(buf));
    01372     strecat(buf, ".sav", lastof(buf));
    01373   } else {
    01374     static int _autosave_ctr = 0;
    01375
    01376     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01377     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01378
    01379     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01380   }
    01381
    01382   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01383   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01384     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01385   }
    01386 }
    01387
    01388 void GameLoop()
    01389 {
    01390   if (_game_mode == GM_BOOTSTRAP) {
    01391 #ifdef ENABLE_NETWORK
    01392     /* Check for UDP stuff */
    01393     if (_network_available) NetworkBackgroundLoop();
    01394 #endif
    01395     InputLoop();
    01396     return;
    01397   }
    01398
    01399   ProcessAsyncSaveFinish();
    01400
    01401   /* autosave game? */
    01402   if (_do_autosave) {
    01403     _do_autosave = false;
    01404     DoAutosave();
    01405     SetWindowDirty(WC_STATUS_BAR, 0);
    01406   }
    01407
    01408   /* switch game mode? */
    01409   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01410     SwitchToMode(_switch_mode);
    01411     _switch_mode = SM_NONE;
    01412   }
    01413
    01414   IncreaseSpriteLRU();
    01415   InteractiveRandom();
    01416
    01417   extern int _caret_timer;
    01418   _caret_timer += 3;
    01419   CursorTick();
    01420
    01421 #ifdef ENABLE_NETWORK
    01422   /* Check for UDP stuff */
    01423   if (_network_available) NetworkBackgroundLoop();
    01424
    01425   if (_networking && !HasModalProgress()) {
    01426     /* Multiplayer */
    01427     NetworkGameLoop();
    01428   } else {
    01429     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01430       /* This means that we want to reconnect to the last host
    01431        * We do this here, because it means that the network is really closed */
    01432       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01433     }
    01434     /* Singleplayer */
    01435     StateGameLoop();
    01436   }
    01437
    01438   /* Check chat messages roughly once a second. */
    01439   static uint check_message = 0;
    01440   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01441     check_message = 0;
    01442     NetworkChatMessageLoop();
    01443   }
    01444 #else
    01445   StateGameLoop();
    01446 #endif /* ENABLE_NETWORK */
    01447
    01448   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01449
    01450   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01451
    01452   InputLoop();
    01453
    01454   _sound_driver->MainLoop();
    01455   MusicLoop();
    01456 }