# openttd.cpp

Go to the documentation of this file.

    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 "gui.h"
    00021 #include "sound_func.h"
    00022 #include "window_func.h"
    00023
    00024 #include "base_media_base.h"
    00025 #include "saveload/saveload.h"
    00026 #include "company_func.h"
    00027 #include "command_func.h"
    00028 #include "command_queue.h"
    00029 #include "news_func.h"
    00030 #include "fios.h"
    00031 #include "aircraft.h"
    00032 #include "roadveh.h"
    00033 #include "train.h"
    00034 #include "ship.h"
    00035 #include "console_func.h"
    00036 #include "screenshot.h"
    00037 #include "network/network.h"
    00038 #include "network/network_func.h"
    00039 #include "signs_base.h"
    00040 #include "ai/ai.hpp"
    00041 #include "ai/ai_config.hpp"
    00042 #include "settings_func.h"
    00043 #include "genworld.h"
    00044 #include "group.h"
    00045 #include "strings_func.h"
    00046 #include "date_func.h"
    00047 #include "vehicle_func.h"
    00048 #include "gamelog.h"
    00049 #include "animated_tile_func.h"
    00050 #include "roadstop_base.h"
    00051 #include "elrail_func.h"
    00052 #include "copy_paste.h"
    00053 #include "rev.h"
    00054 #include "highscore.h"
    00055 #include "thread/thread.h"
    00056 #include "station_base.h"
    00057 #include "crashlog.h"
    00058 #include "engine_func.h"
    00059 #include "core/random_func.hpp"
    00060 #include "rail_gui.h"
    00061 #include "core/backup_type.hpp"
    00062 #include "hotkeys.h"
    00063 #include "newgrf.h"
    00064 #include "misc/getoptdata.h"
    00065 #include "programmable_signals.h"
    00066
    00067 #include "newgrf.h"
    00068
    00069 #include "town.h"
    00070 #include "industry.h"
    00071
    00072 #include "linkgraph/linkgraph.h"
    00073
    00074 #include <stdarg.h>
    00075
    00076 #include "table/strings.h"
    00077
    00079 StringID _switch_mode_errorstr;
    00080
    00081 void CallLandscapeTick();
    00082 void IncreaseDate();
    00083 void DoPaletteAnimations();
    00084 void MusicLoop();
    00085 void ResetMusic();
    00086 void CallWindowTickEvent();
    00087
    00088 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00089 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00090 extern void ShowOSErrorBox(const char *buf, bool system);
    00091 extern char *_config_file;
    00092
    00098 void CDECL usererror(const char *s, ...)
    00099 {
    00100   va_list va;
    00101   char buf[512];
    00102
    00103   va_start(va, s);
    00104   vsnprintf(buf, lengthof(buf), s, va);
    00105   va_end(va);
    00106
    00107   ShowOSErrorBox(buf, false);
    00108   if (_video_driver != NULL) _video_driver->Stop();
    00109
    00110   exit(1);
    00111 }
    00112
    00118 void CDECL error(const char *s, ...)
    00119 {
    00120   va_list va;
    00121   char buf[512];
    00122
    00123   va_start(va, s);
    00124   vsnprintf(buf, lengthof(buf), s, va);
    00125   va_end(va);
    00126
    00127   ShowOSErrorBox(buf, true);
    00128
    00129   /* Set the error message for the crash log and then invoke it. */
    00130   CrashLog::SetErrorMessage(buf);
    00131   abort();
    00132 }
    00133
    00138 void CDECL ShowInfoF(const char *str, ...)
    00139 {
    00140   va_list va;
    00141   char buf[1024];
    00142   va_start(va, str);
    00143   vsnprintf(buf, lengthof(buf), str, va);
    00144   va_end(va);
    00145   ShowInfo(buf);
    00146 }
    00147
    00151 static void ShowHelp()
    00152 {
    00153   char buf[8192];
    00154   char *p = buf;
    00155
    00156   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00157   p = strecpy(p,
    00158     "\n"
    00159     "\n"
    00160     "Command line options:\n"
    00161     "  -v drv              = Set video driver (see below)\n"
    00162     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00163     "  -m drv              = Set music driver (see below)\n"
    00164     "  -b drv              = Set the blitter to use (see below)\n"
    00165     "  -r res              = Set resolution (for instance 800x600)\n"
    00166     "  -h                  = Display this help text\n"
    00167     "  -t year             = Set starting year\n"
    00168     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00169     "  -e                  = Start Editor\n"
    00170     "  -g [savegame]       = Start new/save game immediately\n"
    00171     "  -G seed             = Set random seed\n"
    00172 #if defined(ENABLE_NETWORK)
    00173     "  -n [ip:port#company]= Start networkgame\n"
    00174     "  -p password         = Password to join server\n"
    00175     "  -P password         = Password to join company\n"
    00176     "  -D [ip][:port]      = Start dedicated server\n"
    00177     "  -l ip[:port]        = Redirect DEBUG()\n"
    00178 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00179     "  -f                  = Fork into the background (dedicated only)\n"
    00180 #endif
    00181 #endif /* ENABLE_NETWORK */
    00182     "  -I graphics_set     = Force the graphics set (see below)\n"
    00183     "  -S sounds_set       = Force the sounds set (see below)\n"
    00184     "  -M music_set        = Force the music set (see below)\n"
    00185     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00186     "  -x                  = Do not automatically save to config file on exit\n"
    00187     "\n",
    00188     lastof(buf)
    00189   );
    00190
    00191   /* List the graphics packs */
    00192   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00193
    00194   /* List the sounds packs */
    00195   p = BaseSounds::GetSetsList(p, lastof(buf));
    00196
    00197   /* List the music packs */
    00198   p = BaseMusic::GetSetsList(p, lastof(buf));
    00199
    00200   /* List the drivers */
    00201   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00202
    00203   /* List the blitters */
    00204   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00205
    00206   /* We need to initialize the AI, so it finds the AIs */
    00207   TarScanner::DoScan();
    00208   AI::Initialize();
    00209   p = AI::GetConsoleList(p, lastof(buf), true);
    00210   AI::Uninitialize(true);
    00211
    00212   /* ShowInfo put output to stderr, but version information should go
    00213    * to stdout; this is the only exception */
    00214 #if !defined(WIN32) && !defined(WIN64)
    00215   printf("%s\n", buf);
    00216 #else
    00217   ShowInfo(buf);
    00218 #endif
    00219 }
    00220
    00221
    00228 static void ParseResolution(Dimension *res, const char *s)
    00229 {
    00230   const char *t = strchr(s, 'x');
    00231   if (t == NULL) {
    00232     ShowInfoF("Invalid resolution '%s'", s);
    00233     return;
    00234   }
    00235
    00236   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00237   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00238 }
    00239
    00240 static void InitializeDynamicVariables()
    00241 {
    00242   /* Dynamic stuff needs to be initialized somewhere... */
    00243   _engine_mngr.ResetToDefaultMapping();
    00244   _house_mngr.ResetMapping();
    00245   _industry_mngr.ResetMapping();
    00246   _industile_mngr.ResetMapping();
    00247   _airport_mngr.ResetMapping();
    00248   _airporttile_mngr.ResetMapping();
    00249 }
    00250
    00251
    00256 static void ShutdownGame()
    00257 {
    00258   IConsoleFree();
    00259
    00260   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00261
    00262   DriverFactoryBase::ShutdownDrivers();
    00263
    00264   UnInitWindowSystem();
    00265
    00266   /* stop the AI */
    00267   AI::Uninitialize(false);
    00268
    00269   /* Uninitialize variables that are allocated dynamically */
    00270   GamelogReset();
    00271
    00272 // TODO: ¿ Move and clean like the other pools in r21113 ?
    00273
    00274   /* Reinitialize the link graphs to forcibly stop the threads.
    00275    * If a link graph thread is running while the link graph handlers are
    00276    * deleted we get a crash.
    00277    */
    00278   InitializeLinkGraphs();
    00279
    00280   FreeSignalPrograms();
    00281   FreeSignalDependencies();
    00282   FreeSignalSpeeds();
    00283 // END TODO
    00284
    00285 #ifdef ENABLE_NETWORK
    00286   free(_config_file);
    00287 #endif
    00288
    00289   PoolBase::Clean(PT_ALL);
    00290
    00291   ResetNewGRFData();
    00292
    00293   /* Close all and any open filehandles */
    00294   FioCloseAll();
    00295 }
    00296
    00297 static void LoadIntroGame()
    00298 {
    00299   _game_mode = GM_MENU;
    00300
    00301   ResetGRFConfig(false);
    00302
    00303   /* Setup main window */
    00304   ResetWindowSystem();
    00305   SetupColoursAndInitialWindow();
    00306
    00307   /* Load the default opening screen savegame */
    00308   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00309     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00310     WaitTillGeneratedWorld();
    00311     SetLocalCompany(COMPANY_SPECTATOR);
    00312   } else {
    00313     SetLocalCompany(COMPANY_FIRST);
    00314   }
    00315
    00316   _pause_mode = PM_UNPAUSED;
    00317   _cursor.fix_at = false;
    00318
    00319   CheckForMissingSprites();
    00320   CheckForMissingGlyphsInLoadedLanguagePack();
    00321
    00322   /* Play main theme */
    00323   if (_music_driver->IsSongPlaying()) ResetMusic();
    00324 }
    00325
    00326 void MakeNewgameSettingsLive()
    00327 {
    00328 #ifdef ENABLE_AI
    00329   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00330     if (_settings_game.ai_config[c] != NULL) {
    00331       delete _settings_game.ai_config[c];
    00332     }
    00333   }
    00334 #endif /* ENABLE_AI */
    00335
    00336   _settings_game = _settings_newgame;
    00337
    00338 #ifdef ENABLE_AI
    00339   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00340     _settings_game.ai_config[c] = NULL;
    00341     if (_settings_newgame.ai_config[c] != NULL) {
    00342       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00343     }
    00344   }
    00345 #endif /* ENABLE_AI */
    00346 }
    00347
    00348 #if defined(UNIX) && !defined(__MORPHOS__)
    00349 extern void DedicatedFork();
    00350 #endif
    00351
    00353 static const OptionData _options[] = {
    00354    GETOPT_SHORT_VALUE('I'),
    00355    GETOPT_SHORT_VALUE('S'),
    00356    GETOPT_SHORT_VALUE('M'),
    00357    GETOPT_SHORT_VALUE('m'),
    00358    GETOPT_SHORT_VALUE('s'),
    00359    GETOPT_SHORT_VALUE('v'),
    00360    GETOPT_SHORT_VALUE('b'),
    00361 #if defined(ENABLE_NETWORK)
    00362   GETOPT_SHORT_OPTVAL('D'),
    00363   GETOPT_SHORT_OPTVAL('n'),
    00364    GETOPT_SHORT_VALUE('l'),
    00365    GETOPT_SHORT_VALUE('p'),
    00366    GETOPT_SHORT_VALUE('P'),
    00367 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00368    GETOPT_SHORT_NOVAL('f'),
    00369 #endif
    00370 #endif /* ENABLE_NETWORK */
    00371    GETOPT_SHORT_VALUE('r'),
    00372    GETOPT_SHORT_VALUE('t'),
    00373   GETOPT_SHORT_OPTVAL('d'),
    00374    GETOPT_SHORT_NOVAL('e'),
    00375   GETOPT_SHORT_OPTVAL('g'),
    00376    GETOPT_SHORT_VALUE('G'),
    00377    GETOPT_SHORT_VALUE('c'),
    00378    GETOPT_SHORT_NOVAL('x'),
    00379    GETOPT_SHORT_NOVAL('h'),
    00380   GETOPT_END()
    00381 };
    00382
    00383
    00384 int ttd_main(int argc, char *argv[])
    00385 {
    00386   char *musicdriver = NULL;
    00387   char *sounddriver = NULL;
    00388   char *videodriver = NULL;
    00389   char *blitter = NULL;
    00390   char *graphics_set = NULL;
    00391   char *sounds_set = NULL;
    00392   char *music_set = NULL;
    00393   Dimension resolution = {0, 0};
    00394   Year startyear = INVALID_YEAR;
    00395   uint generation_seed = GENERATE_NEW_SEED;
    00396   bool save_config = true;
    00397 #if defined(ENABLE_NETWORK)
    00398   bool dedicated = false;
    00399   bool network   = false;
    00400   char *network_conn = NULL;
    00401   char *debuglog_conn = NULL;
    00402   char *dedicated_host = NULL;
    00403   uint16 dedicated_port = 0;
    00404   char *join_server_password = NULL;
    00405   char *join_company_password = NULL;
    00406
    00407   extern bool _dedicated_forks;
    00408   _dedicated_forks = false;
    00409 #endif /* ENABLE_NETWORK */
    00410
    00411   _game_mode = GM_MENU;
    00412   _switch_mode = SM_MENU;
    00413   _switch_mode_errorstr = INVALID_STRING_ID;
    00414   _config_file = NULL;
    00415
    00416   GetOptData mgo(argc - 1, argv + 1, _options);
    00417
    00418   int i;
    00419   while ((i = mgo.GetOpt()) != -1) {
    00420     switch (i) {
    00421     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00422     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00423     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00424     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00425     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00426     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00427     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00428 #if defined(ENABLE_NETWORK)
    00429     case 'D':
    00430       free(musicdriver);
    00431       free(sounddriver);
    00432       free(videodriver);
    00433       free(blitter);
    00434       musicdriver = strdup("null");
    00435       sounddriver = strdup("null");
    00436       videodriver = strdup("dedicated");
    00437       blitter = strdup("null");
    00438       dedicated = true;
    00439       SetDebugString("net=6");
    00440       if (mgo.opt != NULL) {
    00441         /* Use the existing method for parsing (openttd -n).
    00442          * However, we do ignore the #company part. */
    00443         const char *temp = NULL;
    00444         const char *port = NULL;
    00445         ParseConnectionString(&temp, &port, mgo.opt);
    00446         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00447         if (port != NULL) dedicated_port = atoi(port);
    00448       }
    00449       break;
    00450     case 'f': _dedicated_forks = true; break;
    00451     case 'n':
    00452       network = true;
    00453       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00454       break;
    00455     case 'l':
    00456       debuglog_conn = mgo.opt;
    00457       break;
    00458     case 'p':
    00459       join_server_password = mgo.opt;
    00460       break;
    00461     case 'P':
    00462       join_company_password = mgo.opt;
    00463       break;
    00464 #endif /* ENABLE_NETWORK */
    00465     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00466     case 't': startyear = atoi(mgo.opt); break;
    00467     case 'd': {
    00468 #if defined(WIN32)
    00469         CreateConsole();
    00470 #endif
    00471         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00472         break;
    00473       }
    00474     case 'e': _switch_mode = SM_EDITOR; break;
    00475     case 'g':
    00476       if (mgo.opt != NULL) {
    00477         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00478         _switch_mode = SM_LOAD_GAME;
    00479         _file_to_saveload.mode = SL_LOAD;
    00480
    00481         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00482         const char *t = strrchr(_file_to_saveload.name, '.');
    00483         if (t != NULL) {
    00484           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00485           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00486         }
    00487
    00488         break;
    00489       }
    00490
    00491       _switch_mode = SM_NEWGAME;
    00492       /* Give a random map if no seed has been given */
    00493       if (generation_seed == GENERATE_NEW_SEED) {
    00494         generation_seed = InteractiveRandom();
    00495       }
    00496       break;
    00497     case 'G': generation_seed = atoi(mgo.opt); break;
    00498     case 'c': _config_file = strdup(mgo.opt); break;
    00499     case 'x': save_config = false; break;
    00500     case 'h':
    00501       i = -2; // Force printing of help.
    00502       break;
    00503     }
    00504     if (i == -2) break;
    00505   }
    00506
    00507   if (i == -2 || mgo.numleft > 0) {
    00508     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00509      * In all cases, print the help, and exit.
    00510      *
    00511      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00512      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00513     DeterminePaths(argv[0]);
    00514     BaseGraphics::FindSets();
    00515     BaseSounds::FindSets();
    00516     BaseMusic::FindSets();
    00517     ShowHelp();
    00518     return 0;
    00519   }
    00520
    00521 #if defined(WINCE) && defined(_DEBUG)
    00522   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00523   SetDebugString("4");
    00524 #endif
    00525
    00526   DeterminePaths(argv[0]);
    00527   BaseGraphics::FindSets();
    00528   BaseSounds::FindSets();
    00529   BaseMusic::FindSets();
    00530
    00531 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
    00532   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00533   if (_dedicated_forks) DedicatedFork();
    00534 #endif
    00535
    00536   TarScanner::DoScan();
    00537   AI::Initialize();
    00538   LoadFromConfig();
    00539   AI::Uninitialize(true);
    00540   CheckConfig();
    00541   LoadFromHighScore();
    00542   LoadHotkeysFromConfig();
    00543
    00544   if (resolution.width != 0) { _cur_resolution = resolution; }
    00545   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00546   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00547
    00548   /*
    00549    * The width and height must be at least 1 pixel and width times
    00550    * height must still fit within a 32 bits integer, this way all
    00551    * internal drawing routines work correctly.
    00552    */
    00553   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
    00554   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
    00555
    00556 #if defined(ENABLE_NETWORK)
    00557   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00558   if (dedicated_host != NULL) {
    00559     _network_bind_list.Clear();
    00560     *_network_bind_list.Append() = strdup(dedicated_host);
    00561   }
    00562   if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00563   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00564 #endif /* ENABLE_NETWORK */
    00565
    00566   /* enumerate language files */
    00567   InitializeLanguagePacks();
    00568
    00569   /* initialize screenshot formats */
    00570   InitializeScreenshotFormats();
    00571
    00572   /* initialize all variables that are allocated dynamically */
    00573   InitializeDynamicVariables();
    00574
    00575   /* Initialize FreeType */
    00576   InitFreeType();
    00577
    00578   /* This must be done early, since functions use the SetWindowDirty* calls */
    00579   InitWindowSystem();
    00580
    00581   /* Look for the sounds before the graphics. Otherwise none would be set and
    00582    * the first initialisation of the video happens on the wrong data. Now it
    00583    * can do the first initialisation right. */
    00584   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00585   if (!BaseSounds::SetSet(sounds_set)) {
    00586     StrEmpty(sounds_set) ?
    00587       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00588       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00589   }
    00590   free(sounds_set);
    00591
    00592   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00593   if (!BaseGraphics::SetSet(graphics_set)) {
    00594     StrEmpty(graphics_set) ?
    00595       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
    00596       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00597   }
    00598   free(graphics_set);
    00599
    00600   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00601   if (!BaseMusic::SetSet(music_set)) {
    00602     StrEmpty(music_set) ?
    00603       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00604       usererror("Failed to select requested music set '%s'", music_set);
    00605   }
    00606   free(music_set);
    00607
    00608   /* Initialize game palette */
    00609   GfxInitPalettes();
    00610
    00611   DEBUG(misc, 1, "Loading blitter...");
    00612   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00613   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00614     StrEmpty(blitter) ?
    00615       usererror("Failed to autoprobe blitter") :
    00616       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00617   }
    00618   free(blitter);
    00619
    00620   DEBUG(driver, 1, "Loading drivers...");
    00621
    00622   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00623   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00624   if (_sound_driver == NULL) {
    00625     StrEmpty(sounddriver) ?
    00626       usererror("Failed to autoprobe sound driver") :
    00627       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00628   }
    00629   free(sounddriver);
    00630
    00631   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00632   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00633   if (_video_driver == NULL) {
    00634     StrEmpty(videodriver) ?
    00635       usererror("Failed to autoprobe video driver") :
    00636       usererror("Failed to select requested video driver '%s'", videodriver);
    00637   }
    00638   free(videodriver);
    00639
    00640   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00641   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00642   if (_music_driver == NULL) {
    00643     StrEmpty(musicdriver) ?
    00644       usererror("Failed to autoprobe music driver") :
    00645       usererror("Failed to select requested music driver '%s'", musicdriver);
    00646   }
    00647   free(musicdriver);
    00648
    00649   /* Initialize the zoom level of the screen to normal */
    00650   _screen.zoom = ZOOM_LVL_NORMAL;
    00651
    00652   /* restore saved music volume */
    00653   _music_driver->SetVolume(_msf.music_vol);
    00654
    00655   NetworkStartUp(); // initialize network-core
    00656
    00657 #if defined(ENABLE_NETWORK)
    00658   if (debuglog_conn != NULL && _network_available) {
    00659     const char *not_used = NULL;
    00660     const char *port = NULL;
    00661     uint16 rport;
    00662
    00663     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00664
    00665     ParseConnectionString(&not_used, &port, debuglog_conn);
    00666     if (port != NULL) rport = atoi(port);
    00667
    00668     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00669   }
    00670 #endif /* ENABLE_NETWORK */
    00671
    00672   ScanNewGRFFiles();
    00673
    00674   ResetGRFConfig(false);
    00675
    00676   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00677   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00678
    00679   /* initialize the ingame console */
    00680   IConsoleInit();
    00681   _cursor.in_window = true;
    00682   InitializeGUI();
    00683   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00684
    00685   /* Take our initial lock on whatever we might want to do! */
    00686   _genworld_paint_mutex->BeginCritical();
    00687   _genworld_mapgen_mutex->BeginCritical();
    00688
    00689   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00690   /* Check if not too much GRFs are loaded for network game */
    00691   if ( dedicated == true &&  CountSelectedGRFs ( _grfconfig ) >= MAX_FILE_SLOTS_IN_NETWORK ) {
    00692     // ShowErrorMessage(STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED, INVALID_STRING_ID, WL_ERROR);
    00693     DEBUG(net, 0, "Too many GRF loaded. Max %d are allowed.\nExiting ...", MAX_FILE_SLOTS_IN_NETWORK );
    00694   } else {
    00695
    00696     WaitTillGeneratedWorld();
    00697
    00698     CheckForMissingGlyphsInLoadedLanguagePack();
    00699
    00700 #ifdef ENABLE_NETWORK
    00701     if (network && _network_available) {
    00702       if (network_conn != NULL) {
    00703         const char *port = NULL;
    00704         const char *company = NULL;
    00705         uint16 rport = NETWORK_DEFAULT_PORT;
    00706         CompanyID join_as = COMPANY_NEW_COMPANY;
    00707
    00708         ParseConnectionString(&company, &port, network_conn);
    00709
    00710         if (company != NULL) {
    00711           join_as = (CompanyID)atoi(company);
    00712
    00713           if (join_as != COMPANY_SPECTATOR) {
    00714             join_as--;
    00715             if (join_as >= MAX_COMPANIES) return false;
    00716           }
    00717         }
    00718         if (port != NULL) rport = atoi(port);
    00719
    00720         LoadIntroGame();
    00721         _switch_mode = SM_NONE;
    00722         NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00723       }
    00724     }
    00725 #endif /* ENABLE_NETWORK */
    00726
    00727     _video_driver->MainLoop();
    00728
    00729     WaitTillSaved();
    00730
    00731     /* only save config if we have to */
    00732     if (save_config) {
    00733       SaveToConfig();
    00734       SaveHotkeysToConfig();
    00735       SaveToHighScore();
    00736     }
    00737   }
    00738
    00739   /* Reset windowing system, stop drivers, free used memory, ... */
    00740   ShutdownGame();
    00741
    00742   free(const_cast<char *>(BaseGraphics::ini_set));
    00743   free(const_cast<char *>(BaseSounds::ini_set));
    00744   free(const_cast<char *>(BaseMusic::ini_set));
    00745   free(_ini_musicdriver);
    00746   free(_ini_sounddriver);
    00747   free(_ini_videodriver);
    00748   free(_ini_blitter);
    00749
    00750   return 0;
    00751 }
    00752
    00753 void HandleExitGameRequest()
    00754 {
    00755   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00756     _exit_game = true;
    00757   } else if (_settings_client.gui.autosave_on_exit) {
    00758     DoExitSave();
    00759     _exit_game = true;
    00760   } else {
    00761     AskExitGame();
    00762   }
    00763 }
    00764
    00765 static void MakeNewGameDone()
    00766 {
    00767   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00768
    00769   /* In a dedicated server, the server does not play */
    00770   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00771     SetLocalCompany(COMPANY_SPECTATOR);
    00772     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00773     return;
    00774   }
    00775
    00776   /* Create a single company */
    00777   DoStartupNewCompany(false);
    00778
    00779   Company *c = Company::Get(COMPANY_FIRST);
    00780   c->settings = _settings_client.company;
    00781
    00782   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00783
    00784   SetLocalCompany(COMPANY_FIRST);
    00785
    00786   InitializeRailGUI();
    00787
    00788 #ifdef ENABLE_NETWORK
    00789   /* We are the server, we start a new company (not dedicated),
    00790    * so set the default password *if* needed. */
    00791   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00792     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00793   }
    00794 #endif /* ENABLE_NETWORK */
    00795
    00796   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00797
    00798   MarkWholeScreenDirty();
    00799 }
    00800
    00801 /*
    00802  * Too large size may be stored in settings (especially if switching between between OpenTTD
    00803  * versions with different map size limits), we have to check if it is valid before generating world.
    00804  * Simple separate checking of X and Y map sizes is not enough, as their sum is what counts for the limit.
    00805  * Check the size and decrease the larger of the sizes till the size is in limit.
    00806  */
    00807 static void FixConfigMapSize()
    00808 {
    00809   while (_settings_game.game_creation.map_x + _settings_game.game_creation.map_y > MAX_MAP_TILES_BITS) {
    00810     /* Repeat reducing larger of X/Y dimensions until the map size is within allowable limits */
    00811     if (_settings_game.game_creation.map_x > _settings_game.game_creation.map_y) {
    00812       _settings_game.game_creation.map_x--;
    00813     } else {
    00814       _settings_game.game_creation.map_y--;
    00815     }
    00816   }
    00817 }
    00818
    00819 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00820 {
    00821   _game_mode = GM_NORMAL;
    00822
    00823   ResetGRFConfig(true);
    00824   InitializeDynamicVariables();
    00825
    00826   GenerateWorldSetCallback(&MakeNewGameDone);
    00827   FixConfigMapSize();
    00828   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00829 }
    00830
    00831 static void MakeNewEditorWorldDone()
    00832 {
    00833   SetLocalCompany(OWNER_NONE);
    00834 }
    00835
    00836 static void MakeNewEditorWorld()
    00837 {
    00838   _game_mode = GM_EDITOR;
    00839
    00840   ResetGRFConfig(true);
    00841
    00842   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00843   FixConfigMapSize();
    00844   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00845 }
    00846
    00857 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00858 {
    00859   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00860   GameMode ogm = _game_mode;
    00861
    00862   _game_mode = newgm;
    00863
    00864   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00865     case SL_OK: return true;
    00866
    00867     case SL_REINIT:
    00868 #ifdef ENABLE_NETWORK
    00869       if (_network_dedicated) {
    00870         /*
    00871          * We need to reinit a network map...
    00872          * We can't simply load the intro game here as that game has many
    00873          * special cases which make clients desync immediately. So we fall
    00874          * back to just generating a new game with the current settings.
    00875          */
    00876         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00877         MakeNewGame(false, true);
    00878         return false;
    00879       }
    00880       if (_network_server) {
    00881         /* We can't load the intro game as server, so disconnect first. */
    00882         NetworkDisconnect();
    00883       }
    00884 #endif /* ENABLE_NETWORK */
    00885
    00886       switch (ogm) {
    00887         default:
    00888         case GM_MENU:   LoadIntroGame();      break;
    00889         case GM_EDITOR: MakeNewEditorWorld(); break;
    00890       }
    00891       return false;
    00892
    00893     default:
    00894       _game_mode = ogm;
    00895       return false;
    00896   }
    00897 }
    00898
    00899 void SwitchToMode(SwitchMode new_mode)
    00900 {
    00901   //If we are not saving, the command_queue will be reset
    00902   if ((new_mode != SM_SAVE_GAME) && (new_mode != SM_SAVE_TEMPLATE) && (new_mode != SM_LOAD_TEMPLATE))
    00903     _copy_paste_command_queue.ClearCopyPasteCommandQueue();
    00904
    00905 #ifdef ENABLE_NETWORK
    00906   /* If we are saving something, the network stays in his current state */
    00907   if (new_mode != SM_SAVE_GAME && new_mode != SM_SAVE_TEMPLATE && new_mode != SM_LOAD_TEMPLATE) {
    00908     /* If the network is active, make it not-active */
    00909     if (_networking) {
    00910       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00911         NetworkReboot();
    00912       } else {
    00913         NetworkDisconnect();
    00914       }
    00915     }
    00916
    00917     /* If we are a server, we restart the server */
    00918     if (_is_network_server) {
    00919       /* But not if we are going to the menu */
    00920       if (new_mode != SM_MENU) {
    00921         /* check if we should reload the config */
    00922         if (_settings_client.network.reload_cfg) {
    00923           LoadFromConfig();
    00924           MakeNewgameSettingsLive();
    00925           ResetGRFConfig(false);
    00926         }
    00927         NetworkServerStart();
    00928       } else {
    00929         /* This client no longer wants to be a network-server */
    00930         _is_network_server = false;
    00931       }
    00932     }
    00933   }
    00934 #endif /* ENABLE_NETWORK */
    00935   /* Make sure all AI controllers are gone at quiting game */
    00936   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    00937
    00938   switch (new_mode) {
    00939     case SM_EDITOR: // Switch to scenario editor
    00940       MakeNewEditorWorld();
    00941       break;
    00942
    00943     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00944     case SM_NEWGAME: // New Game --> 'Random game'
    00945 #ifdef ENABLE_NETWORK
    00946       if (_network_server) {
    00947         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00948       }
    00949 #endif /* ENABLE_NETWORK */
    00950       MakeNewGame(false, new_mode == SM_NEWGAME);
    00951       break;
    00952
    00953     case SM_LOAD_GAME: { // Load game, Play Scenario
    00954       ResetGRFConfig(true);
    00955       ResetWindowSystem();
    00956
    00957       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    00958         SetDParamStr(0, GetSaveLoadErrorString());
    00959         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    00960       } else {
    00961         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    00962           StartupEngines();
    00963         }
    00964         /* Update the local company for a loaded game. It is either always
    00965          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    00966         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    00967         /* Execute the game-start script */
    00968         IConsoleCmdExec("exec scripts/game_start.scr 0");
    00969         /* Decrease pause counter (was increased from opening load dialog) */
    00970         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    00971 #ifdef ENABLE_NETWORK
    00972         if (_network_server) {
    00973           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    00974         }
    00975 #endif /* ENABLE_NETWORK */
    00976       }
    00977       break;
    00978     }
    00979
    00980     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    00981 #ifdef ENABLE_NETWORK
    00982       if (_network_server) {
    00983         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    00984       }
    00985 #endif /* ENABLE_NETWORK */
    00986       MakeNewGame(true, true);
    00987       break;
    00988
    00989     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    00990       SetLocalCompany(OWNER_NONE);
    00991
    00992       FixConfigMapSize();
    00993       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00994       MarkWholeScreenDirty();
    00995       break;
    00996
    00997     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    00998       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    00999         SetLocalCompany(OWNER_NONE);
    01000         _settings_newgame.game_creation.starting_year = _cur_year;
    01001         /* Cancel the saveload pausing */
    01002         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01003       } else {
    01004         SetDParamStr(0, GetSaveLoadErrorString());
    01005         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01006       }
    01007       break;
    01008     }
    01009
    01010     case SM_MENU: // Switch to game intro menu
    01011       LoadIntroGame();
    01012       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01013         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01014         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01015       }
    01016       break;
    01017
    01018     case SM_SAVE_GAME: // Save game.
    01019       /* Make network saved games on pause compatible to singleplayer */
    01020       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01021         SetDParamStr(0, GetSaveLoadErrorString());
    01022         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01023       } else {
    01024         DeleteWindowById(WC_SAVELOAD, 0);
    01025       }
    01026       break;
    01027
    01028     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01029       MakeHeightmapScreenshot(_file_to_saveload.name);
    01030       DeleteWindowById(WC_SAVELOAD, 0);
    01031       break;
    01032
    01033     case SM_GENRANDLAND: // Generate random land within scenario editor
    01034       SetLocalCompany(OWNER_NONE);
    01035       FixConfigMapSize();
    01036       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01037       /* XXX: set date */
    01038       MarkWholeScreenDirty();
    01039       break;
    01040
    01041     case SM_SAVE_TEMPLATE: /* Save Template */
    01042       if (_copy_paste.SaveLoadTemplate(_file_to_saveload.name, SL_SAVE) != SL_OK) {
    01043         SetDParamStr(0, _copy_paste.GetErrorString());
    01044         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, WL_ERROR);
    01045       } else {
    01046         DeleteWindowById(WC_SAVELOAD, 0);
    01047       }
    01048       break;
    01049
    01050     case SM_LOAD_TEMPLATE: /* Load Template */
    01051       if (_copy_paste.SaveLoadTemplate(_file_to_saveload.name, SL_LOAD) != SL_OK) {
    01052         SetDParamStr(0, _copy_paste.GetErrorString());
    01053         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, WL_ERROR);
    01054       } else {
    01055         DeleteWindowById(WC_SAVELOAD, 0);
    01056       }
    01057       break;
    01058
    01059     default: NOT_REACHED();
    01060   }
    01061
    01062   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01063     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
    01064     _switch_mode_errorstr = INVALID_STRING_ID;
    01065   }
    01066 }
    01067
    01068
    01075 static void CheckCaches()
    01076 {
    01077   /* Return here so it is easy to add checks that are run
    01078    * always to aid testing of caches. */
    01079   if (_debug_desync_level <= 1) return;
    01080
    01081   /* Strict checking of the road stop cache entries */
    01082   const RoadStop *rs;
    01083   FOR_ALL_ROADSTOPS(rs) {
    01084     if (IsStandardRoadStopTile(rs->xy)) continue;
    01085
    01086     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01087     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01088     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01089   }
    01090
    01091   Vehicle *v;
    01092   FOR_ALL_VEHICLES(v) {
    01093     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01094     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01095
    01096     uint length = 0;
    01097     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01098
    01099     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01100     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01101     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01102     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01103
    01104     length = 0;
    01105     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01106       FillNewGRFVehicleCache(u);
    01107       grf_cache[length] = u->grf_cache;
    01108       veh_cache[length] = u->vcache;
    01109       switch (u->type) {
    01110         case VEH_TRAIN:
    01111           gro_cache[length] = Train::From(u)->gcache;
    01112           tra_cache[length] = Train::From(u)->tcache;
    01113           break;
    01114         case VEH_ROAD:
    01115           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01116           break;
    01117         default:
    01118           break;
    01119       }
    01120       length++;
    01121     }
    01122
    01123     switch (v->type) {
    01124       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01125       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01126       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01127       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01128       default: break;
    01129     }
    01130
    01131     length = 0;
    01132     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01133       FillNewGRFVehicleCache(u);
    01134       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01135         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);
    01136       }
    01137       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01138         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);
    01139       }
    01140       switch (u->type) {
    01141         case VEH_TRAIN:
    01142           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01143             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);
    01144           }
    01145           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01146             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01147           }
    01148           break;
    01149         case VEH_ROAD:
    01150           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01151             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);
    01152           }
    01153           break;
    01154         default:
    01155           break;
    01156       }
    01157       length++;
    01158     }
    01159
    01160     free(grf_cache);
    01161     free(veh_cache);
    01162     free(gro_cache);
    01163     free(tra_cache);
    01164   }
    01165
    01166   /* Check whether the caches are still valid */
    01167   FOR_ALL_VEHICLES(v) {
    01168     byte buff[sizeof(VehicleCargoList)];
    01169     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01170     v->cargo.InvalidateCache();
    01171     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01172   }
    01173
    01174   Station *st;
    01175   FOR_ALL_STATIONS(st) {
    01176     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01177       byte buff[sizeof(StationCargoList)];
    01178       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01179       st->goods[c].cargo.InvalidateCache();
    01180       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01181     }
    01182   }
    01183 }
    01184
    01190 void StateGameLoop()
    01191 {
    01192   /* dont execute the state loop during pause */
    01193   if (_pause_mode != PM_UNPAUSED) {
    01194     UpdateLandscapingLimits();
    01195     CallWindowTickEvent();
    01196     return;
    01197   }
    01198   if (IsGeneratingWorld()) return;
    01199
    01200   ClearStorageChanges(false);
    01201
    01202   if (_game_mode == GM_EDITOR) {
    01203     RunTileLoop();
    01204     CallVehicleTicks();
    01205     CallLandscapeTick();
    01206     ClearStorageChanges(true);
    01207     UpdateLandscapingLimits();
    01208
    01209     CallWindowTickEvent();
    01210     NewsLoop();
    01211   } else {
    01212     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01213       /* Save the desync savegame if needed. */
    01214       char name[MAX_PATH];
    01215       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01216       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01217     }
    01218
    01219     CheckCaches();
    01220
    01221     CallCopyPasteCommandQueueTick();
    01222
    01223     /* All these actions has to be done from OWNER_NONE
    01224      *  for multiplayer compatibility */
    01225     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01226
    01227     AnimateAnimatedTiles();
    01228     IncreaseDate();
    01229     RunTileLoop();
    01230     CallVehicleTicks();
    01231     CallLandscapeTick();
    01232     ClearStorageChanges(true);
    01233
    01234     AI::GameLoop();
    01235     UpdateLandscapingLimits();
    01236
    01237     CallWindowTickEvent();
    01238     NewsLoop();
    01239
    01240     cur_company.Restore();
    01241   }
    01242
    01243   assert(IsLocalCompany());
    01244 }
    01245
    01250 static void DoAutosave()
    01251 {
    01252   char buf[MAX_PATH];
    01253
    01254 #if defined(PSP)
    01255   /* Autosaving in networking is too time expensive for the PSP */
    01256   if (_networking) return;
    01257 #endif /* PSP */
    01258
    01259   if (_settings_client.gui.keep_all_autosave) {
    01260     GenerateDefaultSaveName(buf, lastof(buf));
    01261     strecat(buf, ".sav", lastof(buf));
    01262   } else {
    01263     static int _autosave_ctr = 0;
    01264
    01265     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01266     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01267
    01268     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01269   }
    01270
    01271   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01272   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01273     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01274   }
    01275 }
    01276
    01277 void GameLoop()
    01278 {
    01279   ProcessAsyncSaveFinish();
    01280
    01281   /* autosave game? */
    01282   if (_do_autosave) {
    01283     _do_autosave = false;
    01284     DoAutosave();
    01285     SetWindowDirty(WC_STATUS_BAR, 0);
    01286   }
    01287
    01288   /* switch game mode? */
    01289   if (_switch_mode != SM_NONE) {
    01290     SwitchToMode(_switch_mode);
    01291     _switch_mode = SM_NONE;
    01292   }
    01293
    01294   IncreaseSpriteLRU();
    01295   InteractiveRandom();
    01296
    01297   extern int _caret_timer;
    01298   _caret_timer += 3;
    01299   CursorTick();
    01300
    01301 #ifdef ENABLE_NETWORK
    01302   /* Check for UDP stuff */
    01303   if (_network_available) NetworkUDPGameLoop();
    01304
    01305   if (_networking && !IsGeneratingWorld()) {
    01306     /* Multiplayer */
    01307     NetworkGameLoop();
    01308   } else {
    01309     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01310       /* This means that we want to reconnect to the last host
    01311        * We do this here, because it means that the network is really closed */
    01312       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01313     }
    01314     /* Singleplayer */
    01315     StateGameLoop();
    01316   }
    01317
    01318   /* Check chat messages roughly once a second. */
    01319   static uint check_message = 0;
    01320   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01321     check_message = 0;
    01322     NetworkChatMessageLoop();
    01323   }
    01324 #else
    01325   StateGameLoop();
    01326 #endif /* ENABLE_NETWORK */
    01327
    01328   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01329
    01330   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01331
    01332   InputLoop();
    01333
    01334   _sound_driver->MainLoop();
    01335   MusicLoop();
    01336 }