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 "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 
00063 
00064 
00065 #include "linkgraph/linkgraph.h"
00066 
00067 #include <stdarg.h>
00068 
00069 
00070 void CallLandscapeTick();
00071 void IncreaseDate();
00072 void DoPaletteAnimations();
00073 void MusicLoop();
00074 void ResetMusic();
00075 void CallWindowTickEvent();
00076 bool HandleBootstrap();
00077 
00078 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
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]= Start networkgame\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   /* Reinitialize the link graphs to forcibly stop the threads.
00299    * If a link graph thread is running while the link graph handlers are
00300    * deleted we get a crash.
00301    */
00302   InitializeLinkGraphs();
00303 
00304 #ifdef ENABLE_NETWORK
00305   free(_config_file);
00306 #endif
00307 
00308   PoolBase::Clean(PT_ALL);
00309 
00310   /* No NewGRFs were loaded when it was still bootstrapping. */
00311   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00312 
00313   /* Close all and any open filehandles */
00314   FioCloseAll();
00315 
00316   UninitFreeType();
00317 }
00318 
00323 static void LoadIntroGame(bool load_newgrfs = true)
00324 {
00325   _game_mode = GM_MENU;
00326 
00327   if (load_newgrfs) ResetGRFConfig(false);
00328 
00329   /* Setup main window */
00330   ResetWindowSystem();
00331   SetupColoursAndInitialWindow();
00332 
00333   /* Load the default opening screen savegame */
00334   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00335     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00336     WaitTillGeneratedWorld();
00337     SetLocalCompany(COMPANY_SPECTATOR);
00338   } else {
00339     SetLocalCompany(COMPANY_FIRST);
00340   }
00341 
00342   _pause_mode = PM_UNPAUSED;
00343   _cursor.fix_at = false;
00344 
00345   if (load_newgrfs) CheckForMissingSprites();
00346   CheckForMissingGlyphs();
00347 
00348   /* Play main theme */
00349   if (_music_driver->IsSongPlaying()) ResetMusic();
00350 }
00351 
00352 void MakeNewgameSettingsLive()
00353 {
00354   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00355     if (_settings_game.ai_config[c] != NULL) {
00356       delete _settings_game.ai_config[c];
00357     }
00358   }
00359   if (_settings_game.game_config != NULL) {
00360     delete _settings_game.game_config;
00361   }
00362 
00363   /* Copy newgame settings to active settings.
00364    * Also initialise old settings needed for savegame conversion. */
00365   _settings_game = _settings_newgame;
00366   _old_vds = _settings_client.company.vehicle;
00367 
00368   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00369     _settings_game.ai_config[c] = NULL;
00370     if (_settings_newgame.ai_config[c] != NULL) {
00371       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00372     }
00373   }
00374   _settings_game.game_config = NULL;
00375   if (_settings_newgame.game_config != NULL) {
00376     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
00377   }
00378 }
00379 
00380 void OpenBrowser(const char *url)
00381 {
00382   /* Make sure we only accept urls that are sure to open a browser. */
00383   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00384 
00385   extern void OSOpenBrowser(const char *url);
00386   OSOpenBrowser(url);
00387 }
00388 
00390 struct AfterNewGRFScan : NewGRFScanCallback {
00391   Year startyear;                    
00392   uint generation_seed;              
00393   char *dedicated_host;              
00394   uint16 dedicated_port;             
00395   char *network_conn;                
00396   const char *join_server_password;  
00397   const char *join_company_password; 
00398   bool *save_config_ptr;             
00399   bool save_config;                  
00400 
00406   AfterNewGRFScan(bool *save_config_ptr) :
00407       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00408       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00409       join_server_password(NULL), join_company_password(NULL),
00410       save_config_ptr(save_config_ptr), save_config(true)
00411   {
00412   }
00413 
00414   virtual void OnNewGRFsScanned()
00415   {
00416     ResetGRFConfig(false);
00417 
00418     TarScanner::DoScan(TarScanner::SCENARIO);
00419 
00420     AI::Initialize();
00421     Game::Initialize();
00422 
00423     /* We want the new (correct) NewGRF count to survive the loading. */
00424     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00425     LoadFromConfig();
00426     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00427     /* Since the default for the palette might have changed due to
00428      * reading the configuration file, recalculate that now. */
00429     UpdateNewGRFConfigPalette();
00430 
00431     Game::Uninitialize(true);
00432     AI::Uninitialize(true);
00433     CheckConfig();
00434     LoadFromHighScore();
00435     LoadHotkeysFromConfig();
00436 
00437     /* We have loaded the config, so we may possibly save it. */
00438     *save_config_ptr = save_config;
00439 
00440 
00441     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00442     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00443 
00444 #if defined(ENABLE_NETWORK)
00445     if (dedicated_host != NULL) {
00446       _network_bind_list.Clear();
00447       *_network_bind_list.Append() = strdup(dedicated_host);
00448     }
00449     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00450 #endif /* ENABLE_NETWORK */
00451 
00452     /* initialize the ingame console */
00453     IConsoleInit();
00454     InitializeGUI();
00455     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00456 
00457     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00458     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00459 
00460 #ifdef ENABLE_NETWORK
00461     if (_network_available && network_conn != NULL) {
00462       const char *port = NULL;
00463       const char *company = NULL;
00464       uint16 rport = NETWORK_DEFAULT_PORT;
00465       CompanyID join_as = COMPANY_NEW_COMPANY;
00466 
00467       ParseConnectionString(&company, &port, network_conn);
00468 
00469       if (company != NULL) {
00470         join_as = (CompanyID)atoi(company);
00471 
00472         if (join_as != COMPANY_SPECTATOR) {
00473           join_as--;
00474           if (join_as >= MAX_COMPANIES) {
00475             delete this;
00476             return;
00477           }
00478         }
00479       }
00480       if (port != NULL) rport = atoi(port);
00481 
00482       LoadIntroGame();
00483       _switch_mode = SM_NONE;
00484       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00485     }
00486 #endif /* ENABLE_NETWORK */
00487 
00488     /* After the scan we're not used anymore. */
00489     delete this;
00490   }
00491 };
00492 
00493 #if defined(UNIX) && !defined(__MORPHOS__)
00494 extern void DedicatedFork();
00495 #endif
00496 
00498 static const OptionData _options[] = {
00499    GETOPT_SHORT_VALUE('I'),
00500    GETOPT_SHORT_VALUE('S'),
00501    GETOPT_SHORT_VALUE('M'),
00502    GETOPT_SHORT_VALUE('m'),
00503    GETOPT_SHORT_VALUE('s'),
00504    GETOPT_SHORT_VALUE('v'),
00505    GETOPT_SHORT_VALUE('b'),
00506 #if defined(ENABLE_NETWORK)
00507   GETOPT_SHORT_OPTVAL('D'),
00508   GETOPT_SHORT_OPTVAL('n'),
00509    GETOPT_SHORT_VALUE('l'),
00510    GETOPT_SHORT_VALUE('p'),
00511    GETOPT_SHORT_VALUE('P'),
00512 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00513    GETOPT_SHORT_NOVAL('f'),
00514 #endif
00515 #endif /* ENABLE_NETWORK */
00516    GETOPT_SHORT_VALUE('r'),
00517    GETOPT_SHORT_VALUE('t'),
00518   GETOPT_SHORT_OPTVAL('d'),
00519    GETOPT_SHORT_NOVAL('e'),
00520   GETOPT_SHORT_OPTVAL('g'),
00521    GETOPT_SHORT_VALUE('G'),
00522    GETOPT_SHORT_VALUE('c'),
00523    GETOPT_SHORT_NOVAL('x'),
00524    GETOPT_SHORT_VALUE('q'),
00525    GETOPT_SHORT_NOVAL('h'),
00526   GETOPT_END()
00527 };
00528 
00529 
00530 int ttd_main(int argc, char *argv[])
00531 {
00532   char *musicdriver = NULL;
00533   char *sounddriver = NULL;
00534   char *videodriver = NULL;
00535   char *blitter = NULL;
00536   char *graphics_set = NULL;
00537   char *sounds_set = NULL;
00538   char *music_set = NULL;
00539   Dimension resolution = {0, 0};
00540   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00541   bool save_config = false;
00542   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00543 #if defined(ENABLE_NETWORK)
00544   bool dedicated = false;
00545   char *debuglog_conn = NULL;
00546 
00547   extern bool _dedicated_forks;
00548   _dedicated_forks = false;
00549 #endif /* ENABLE_NETWORK */
00550 
00551   _game_mode = GM_MENU;
00552   _switch_mode = SM_MENU;
00553   _config_file = NULL;
00554 
00555   GetOptData mgo(argc - 1, argv + 1, _options);
00556 
00557   int i;
00558   while ((i = mgo.GetOpt()) != -1) {
00559     switch (i) {
00560     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00561     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00562     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00563     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00564     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00565     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00566     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00567 #if defined(ENABLE_NETWORK)
00568     case 'D':
00569       free(musicdriver);
00570       free(sounddriver);
00571       free(videodriver);
00572       free(blitter);
00573       musicdriver = strdup("null");
00574       sounddriver = strdup("null");
00575       videodriver = strdup("dedicated");
00576       blitter = strdup("null");
00577       dedicated = true;
00578       SetDebugString("net=6");
00579       if (mgo.opt != NULL) {
00580         /* Use the existing method for parsing (openttd -n).
00581          * However, we do ignore the #company part. */
00582         const char *temp = NULL;
00583         const char *port = NULL;
00584         ParseConnectionString(&temp, &port, mgo.opt);
00585         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00586         if (port != NULL) scanner->dedicated_port = atoi(port);
00587       }
00588       break;
00589     case 'f': _dedicated_forks = true; break;
00590     case 'n':
00591       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00592       break;
00593     case 'l':
00594       debuglog_conn = mgo.opt;
00595       break;
00596     case 'p':
00597       scanner->join_server_password = mgo.opt;
00598       break;
00599     case 'P':
00600       scanner->join_company_password = mgo.opt;
00601       break;
00602 #endif /* ENABLE_NETWORK */
00603     case 'r': ParseResolution(&resolution, mgo.opt); break;
00604     case 't': scanner->startyear = atoi(mgo.opt); break;
00605     case 'd': {
00606 #if defined(WIN32)
00607         CreateConsole();
00608 #endif
00609         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00610         break;
00611       }
00612     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
00613     case 'g':
00614       if (mgo.opt != NULL) {
00615         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00616         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
00617         _file_to_saveload.mode = SL_LOAD;
00618 
00619         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00620         const char *t = strrchr(_file_to_saveload.name, '.');
00621         if (t != NULL) {
00622           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00623           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00624         }
00625 
00626         break;
00627       }
00628 
00629       _switch_mode = SM_NEWGAME;
00630       /* Give a random map if no seed has been given */
00631       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00632         scanner->generation_seed = InteractiveRandom();
00633       }
00634       break;
00635     case 'q': {
00636       DeterminePaths(argv[0]);
00637       if (StrEmpty(mgo.opt)) return 1;
00638       char title[80];
00639       title[0] = '\0';
00640       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00641 
00642       _load_check_data.Clear();
00643       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00644       if (res != SL_OK || _load_check_data.HasErrors()) {
00645         fprintf(stderr, "Failed to open savegame\n");
00646         if (_load_check_data.HasErrors()) {
00647           char buf[256];
00648           SetDParamStr(0, _load_check_data.error_data);
00649           GetString(buf, _load_check_data.error, lastof(buf));
00650           fprintf(stderr, "%s\n", buf);
00651         }
00652         return 1;
00653       }
00654 
00655       WriteSavegameInfo(title);
00656 
00657       return 0;
00658     }
00659     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00660     case 'c': _config_file = strdup(mgo.opt); break;
00661     case 'x': scanner->save_config = false; break;
00662     case 'h':
00663       i = -2; // Force printing of help.
00664       break;
00665     }
00666     if (i == -2) break;
00667   }
00668 
00669   if (i == -2 || mgo.numleft > 0) {
00670     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00671      * In all cases, print the help, and exit.
00672      *
00673      * The next two functions are needed to list the graphics sets. We can't do them earlier
00674      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00675     DeterminePaths(argv[0]);
00676     TarScanner::DoScan(TarScanner::BASESET);
00677     BaseGraphics::FindSets();
00678     BaseSounds::FindSets();
00679     BaseMusic::FindSets();
00680     ShowHelp();
00681     delete scanner;
00682     return 0;
00683   }
00684 
00685 #if defined(WINCE) && defined(_DEBUG)
00686   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00687   SetDebugString("4");
00688 #endif
00689 
00690   DeterminePaths(argv[0]);
00691   TarScanner::DoScan(TarScanner::BASESET);
00692 
00693 #if defined(ENABLE_NETWORK)
00694   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00695   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00696 
00697 #if defined(UNIX) && !defined(__MORPHOS__)
00698   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00699   if (_dedicated_forks) DedicatedFork();
00700 #endif
00701 #endif
00702 
00703   LoadFromConfig(true);
00704 
00705   if (resolution.width != 0) _cur_resolution = resolution;
00706 
00707   /*
00708    * The width and height must be at least 1 pixel and width times
00709    * height times bytes per pixel must still fit within a 32 bits
00710    * integer, even for 32 bpp video modes. This way all internal
00711    * drawing routines work correctly.
00712    */
00713   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00714   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00715 
00716   /* Assume the cursor starts within the game as not all video drivers
00717    * get an event that the cursor is within the window when it is opened.
00718    * Saying the cursor is there makes no visible difference as it would
00719    * just be out of the bounds of the window. */
00720   _cursor.in_window = true;
00721 
00722   /* enumerate language files */
00723   InitializeLanguagePacks();
00724 
00725   /* Initialize the regular font for FreeType */
00726   InitFreeType(false);
00727 
00728   /* This must be done early, since functions use the SetWindowDirty* calls */
00729   InitWindowSystem();
00730 
00731   BaseGraphics::FindSets();
00732   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00733   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
00734     usererror("Failed to select requested graphics set '%s'", graphics_set);
00735   }
00736   free(graphics_set);
00737 
00738   /* Initialize game palette */
00739   GfxInitPalettes();
00740 
00741   DEBUG(misc, 1, "Loading blitter...");
00742   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00743   _blitter_autodetected = StrEmpty(blitter);
00744   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00745   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00746     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00747       StrEmpty(blitter) ?
00748         usererror("Failed to autoprobe blitter") :
00749         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00750     }
00751   }
00752   free(blitter);
00753 
00754   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00755   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00756   if (_video_driver == NULL) {
00757     StrEmpty(videodriver) ?
00758       usererror("Failed to autoprobe video driver") :
00759       usererror("Failed to select requested video driver '%s'", videodriver);
00760   }
00761   free(videodriver);
00762 
00763   /* Initialize the zoom level of the screen to normal */
00764   _screen.zoom = ZOOM_LVL_NORMAL;
00765 
00766   NetworkStartUp(); // initialize network-core
00767 
00768 #if defined(ENABLE_NETWORK)
00769   if (debuglog_conn != NULL && _network_available) {
00770     const char *not_used = NULL;
00771     const char *port = NULL;
00772     uint16 rport;
00773 
00774     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00775 
00776     ParseConnectionString(&not_used, &port, debuglog_conn);
00777     if (port != NULL) rport = atoi(port);
00778 
00779     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00780   }
00781 #endif /* ENABLE_NETWORK */
00782 
00783   if (!HandleBootstrap()) goto exit;
00784 
00785   _video_driver->ClaimMousePointer();
00786 
00787   /* initialize screenshot formats */
00788   InitializeScreenshotFormats();
00789 
00790   BaseSounds::FindSets();
00791   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00792   if (!BaseSounds::SetSet(sounds_set)) {
00793     StrEmpty(sounds_set) ?
00794       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00795       usererror("Failed to select requested sounds set '%s'", sounds_set);
00796   }
00797   free(sounds_set);
00798 
00799   BaseMusic::FindSets();
00800   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00801   if (!BaseMusic::SetSet(music_set)) {
00802     StrEmpty(music_set) ?
00803       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00804       usererror("Failed to select requested music set '%s'", music_set);
00805   }
00806   free(music_set);
00807 
00808   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00809   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00810   if (_sound_driver == NULL) {
00811     StrEmpty(sounddriver) ?
00812       usererror("Failed to autoprobe sound driver") :
00813       usererror("Failed to select requested sound driver '%s'", sounddriver);
00814   }
00815   free(sounddriver);
00816 
00817   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00818   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00819   if (_music_driver == NULL) {
00820     StrEmpty(musicdriver) ?
00821       usererror("Failed to autoprobe music driver") :
00822       usererror("Failed to select requested music driver '%s'", musicdriver);
00823   }
00824   free(musicdriver);
00825 
00826   /* restore saved music volume */
00827   _music_driver->SetVolume(_settings_client.music.music_vol);
00828 
00829   /* Take our initial lock on whatever we might want to do! */
00830   _modal_progress_paint_mutex->BeginCritical();
00831   _modal_progress_work_mutex->BeginCritical();
00832 
00833   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00834   WaitTillGeneratedWorld();
00835 
00836   LoadIntroGame(false);
00837 
00838   CheckForMissingGlyphs();
00839 
00840   ScanNewGRFFiles(scanner);
00841 
00842   _video_driver->MainLoop();
00843 
00844   WaitTillSaved();
00845 
00846   /* only save config if we have to */
00847   if (save_config) {
00848     SaveToConfig();
00849     SaveHotkeysToConfig();
00850     SaveToHighScore();
00851   }
00852 
00853 exit:
00854   /* Reset windowing system, stop drivers, free used memory, ... */
00855   ShutdownGame();
00856 
00857   free(BaseGraphics::ini_set);
00858   free(BaseSounds::ini_set);
00859   free(BaseMusic::ini_set);
00860   free(_ini_musicdriver);
00861   free(_ini_sounddriver);
00862   free(_ini_videodriver);
00863   free(_ini_blitter);
00864 
00865   return 0;
00866 }
00867 
00868 void HandleExitGameRequest()
00869 {
00870   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00871     _exit_game = true;
00872   } else if (_settings_client.gui.autosave_on_exit) {
00873     DoExitSave();
00874     _exit_game = true;
00875   } else {
00876     AskExitGame();
00877   }
00878 }
00879 
00880 static void MakeNewGameDone()
00881 {
00882   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00883 
00884   /* In a dedicated server, the server does not play */
00885   if (!_video_driver->HasGUI()) {
00886     SetLocalCompany(COMPANY_SPECTATOR);
00887     IConsoleCmdExec("exec scripts/game_start.scr 0");
00888     return;
00889   }
00890 
00891   /* Create a single company */
00892   DoStartupNewCompany(false);
00893 
00894   Company *c = Company::Get(COMPANY_FIRST);
00895   c->settings = _settings_client.company;
00896 
00897   IConsoleCmdExec("exec scripts/game_start.scr 0");
00898 
00899   SetLocalCompany(COMPANY_FIRST);
00900 
00901   InitializeRailGUI();
00902 
00903 #ifdef ENABLE_NETWORK
00904   /* We are the server, we start a new company (not dedicated),
00905    * so set the default password *if* needed. */
00906   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00907     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00908   }
00909 #endif /* ENABLE_NETWORK */
00910 
00911   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00912 
00913   MarkWholeScreenDirty();
00914 }
00915 
00916 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00917 {
00918   _game_mode = GM_NORMAL;
00919 
00920   ResetGRFConfig(true);
00921 
00922   GenerateWorldSetCallback(&MakeNewGameDone);
00923   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00924 }
00925 
00926 static void MakeNewEditorWorldDone()
00927 {
00928   SetLocalCompany(OWNER_NONE);
00929 }
00930 
00931 static void MakeNewEditorWorld()
00932 {
00933   _game_mode = GM_EDITOR;
00934 
00935   ResetGRFConfig(true);
00936 
00937   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00938   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00939 }
00940 
00951 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00952 {
00953   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00954   GameMode ogm = _game_mode;
00955 
00956   _game_mode = newgm;
00957 
00958   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00959     case SL_OK: return true;
00960 
00961     case SL_REINIT:
00962 #ifdef ENABLE_NETWORK
00963       if (_network_dedicated) {
00964         /*
00965          * We need to reinit a network map...
00966          * We can't simply load the intro game here as that game has many
00967          * special cases which make clients desync immediately. So we fall
00968          * back to just generating a new game with the current settings.
00969          */
00970         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00971         MakeNewGame(false, true);
00972         return false;
00973       }
00974       if (_network_server) {
00975         /* We can't load the intro game as server, so disconnect first. */
00976         NetworkDisconnect();
00977       }
00978 #endif /* ENABLE_NETWORK */
00979 
00980       switch (ogm) {
00981         default:
00982         case GM_MENU:   LoadIntroGame();      break;
00983         case GM_EDITOR: MakeNewEditorWorld(); break;
00984       }
00985       return false;
00986 
00987     default:
00988       _game_mode = ogm;
00989       return false;
00990   }
00991 }
00992 
00993 void SwitchToMode(SwitchMode new_mode)
00994 {
00995 #ifdef ENABLE_NETWORK
00996   /* If we are saving something, the network stays in his current state */
00997   if (new_mode != SM_SAVE_GAME) {
00998     /* If the network is active, make it not-active */
00999     if (_networking) {
01000       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
01001         NetworkReboot();
01002       } else {
01003         NetworkDisconnect();
01004       }
01005     }
01006 
01007     /* If we are a server, we restart the server */
01008     if (_is_network_server) {
01009       /* But not if we are going to the menu */
01010       if (new_mode != SM_MENU) {
01011         /* check if we should reload the config */
01012         if (_settings_client.network.reload_cfg) {
01013           LoadFromConfig();
01014           MakeNewgameSettingsLive();
01015           ResetGRFConfig(false);
01016         }
01017         NetworkServerStart();
01018       } else {
01019         /* This client no longer wants to be a network-server */
01020         _is_network_server = false;
01021       }
01022     }
01023   }
01024 #endif /* ENABLE_NETWORK */
01025   /* Make sure all AI controllers are gone at quiting game */
01026   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01027 
01028   switch (new_mode) {
01029     case SM_EDITOR: // Switch to scenario editor
01030       MakeNewEditorWorld();
01031       break;
01032 
01033     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01034     case SM_NEWGAME: // New Game --> 'Random game'
01035 #ifdef ENABLE_NETWORK
01036       if (_network_server) {
01037         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01038       }
01039 #endif /* ENABLE_NETWORK */
01040       MakeNewGame(false, new_mode == SM_NEWGAME);
01041       break;
01042 
01043     case SM_LOAD_GAME: { // Load game, Play Scenario
01044       ResetGRFConfig(true);
01045       ResetWindowSystem();
01046 
01047       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01048         SetDParamStr(0, GetSaveLoadErrorString());
01049         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01050       } else {
01051         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01052           StartupEngines();
01053         }
01054         /* Update the local company for a loaded game. It is either always
01055          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01056         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01057         /* Execute the game-start script */
01058         IConsoleCmdExec("exec scripts/game_start.scr 0");
01059         /* Decrease pause counter (was increased from opening load dialog) */
01060         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01061 #ifdef ENABLE_NETWORK
01062         if (_network_server) {
01063           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01064         }
01065 #endif /* ENABLE_NETWORK */
01066       }
01067       break;
01068     }
01069 
01070     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01071 #ifdef ENABLE_NETWORK
01072       if (_network_server) {
01073         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01074       }
01075 #endif /* ENABLE_NETWORK */
01076       MakeNewGame(true, true);
01077       break;
01078 
01079     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01080       SetLocalCompany(OWNER_NONE);
01081 
01082       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01083       MarkWholeScreenDirty();
01084       break;
01085 
01086     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01087       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01088         SetLocalCompany(OWNER_NONE);
01089         _settings_newgame.game_creation.starting_year = _cur_year;
01090         /* Cancel the saveload pausing */
01091         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01092       } else {
01093         SetDParamStr(0, GetSaveLoadErrorString());
01094         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01095       }
01096       break;
01097     }
01098 
01099     case SM_MENU: // Switch to game intro menu
01100       LoadIntroGame();
01101       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01102         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01103         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01104       }
01105       break;
01106 
01107     case SM_SAVE_GAME: // Save game.
01108       /* Make network saved games on pause compatible to singleplayer */
01109       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01110         SetDParamStr(0, GetSaveLoadErrorString());
01111         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01112       } else {
01113         DeleteWindowById(WC_SAVELOAD, 0);
01114       }
01115       break;
01116 
01117     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01118       MakeHeightmapScreenshot(_file_to_saveload.name);
01119       DeleteWindowById(WC_SAVELOAD, 0);
01120       break;
01121 
01122     case SM_GENRANDLAND: // Generate random land within scenario editor
01123       SetLocalCompany(OWNER_NONE);
01124       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01125       /* XXX: set date */
01126       MarkWholeScreenDirty();
01127       break;
01128 
01129     default: NOT_REACHED();
01130   }
01131 }
01132 
01133 
01140 static void CheckCaches()
01141 {
01142   /* Return here so it is easy to add checks that are run
01143    * always to aid testing of caches. */
01144   if (_debug_desync_level <= 1) return;
01145 
01146   /* Check company infrastructure cache. */
01147   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01148   Company *c;
01149   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01150 
01151   extern void AfterLoadCompanyStats();
01152   AfterLoadCompanyStats();
01153 
01154   uint i = 0;
01155   FOR_ALL_COMPANIES(c) {
01156     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01157       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01158     }
01159     i++;
01160   }
01161 
01162   /* Strict checking of the road stop cache entries */
01163   const RoadStop *rs;
01164   FOR_ALL_ROADSTOPS(rs) {
01165     if (IsStandardRoadStopTile(rs->xy)) continue;
01166 
01167     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01168     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01169     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01170   }
01171 
01172   Vehicle *v;
01173   FOR_ALL_VEHICLES(v) {
01174     extern void FillNewGRFVehicleCache(const Vehicle *v);
01175     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01176 
01177     uint length = 0;
01178     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01179 
01180     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01181     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01182     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01183     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01184 
01185     length = 0;
01186     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01187       FillNewGRFVehicleCache(u);
01188       grf_cache[length] = u->grf_cache;
01189       veh_cache[length] = u->vcache;
01190       switch (u->type) {
01191         case VEH_TRAIN:
01192           gro_cache[length] = Train::From(u)->gcache;
01193           tra_cache[length] = Train::From(u)->tcache;
01194           break;
01195         case VEH_ROAD:
01196           gro_cache[length] = RoadVehicle::From(u)->gcache;
01197           break;
01198         default:
01199           break;
01200       }
01201       length++;
01202     }
01203 
01204     switch (v->type) {
01205       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01206       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01207       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01208       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01209       default: break;
01210     }
01211 
01212     length = 0;
01213     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01214       FillNewGRFVehicleCache(u);
01215       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01216         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);
01217       }
01218       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01219         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);
01220       }
01221       switch (u->type) {
01222         case VEH_TRAIN:
01223           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01224             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);
01225           }
01226           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01227             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01228           }
01229           break;
01230         case VEH_ROAD:
01231           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01232             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);
01233           }
01234           break;
01235         default:
01236           break;
01237       }
01238       length++;
01239     }
01240 
01241     free(grf_cache);
01242     free(veh_cache);
01243     free(gro_cache);
01244     free(tra_cache);
01245   }
01246 
01247   /* Check whether the caches are still valid */
01248   FOR_ALL_VEHICLES(v) {
01249     byte buff[sizeof(VehicleCargoList)];
01250     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01251     v->cargo.InvalidateCache();
01252     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01253   }
01254 
01255   Station *st;
01256   FOR_ALL_STATIONS(st) {
01257     for (CargoID c = 0; c < NUM_CARGO; c++) {
01258       byte buff[sizeof(StationCargoList)];
01259       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01260       st->goods[c].cargo.InvalidateCache();
01261       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01262     }
01263   }
01264 }
01265 
01271 void StateGameLoop()
01272 {
01273   /* dont execute the state loop during pause */
01274   if (_pause_mode != PM_UNPAUSED) {
01275     UpdateLandscapingLimits();
01276     Game::GameLoop();
01277     CallWindowTickEvent();
01278     return;
01279   }
01280   if (HasModalProgress()) return;
01281 
01282   ClearStorageChanges(false);
01283 
01284   if (_game_mode == GM_EDITOR) {
01285     RunTileLoop();
01286     CallVehicleTicks();
01287     CallLandscapeTick();
01288     ClearStorageChanges(true);
01289     UpdateLandscapingLimits();
01290 
01291     CallWindowTickEvent();
01292     NewsLoop();
01293   } else {
01294     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01295       /* Save the desync savegame if needed. */
01296       char name[MAX_PATH];
01297       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01298       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01299     }
01300 
01301     CheckCaches();
01302 
01303     /* All these actions has to be done from OWNER_NONE
01304      *  for multiplayer compatibility */
01305     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01306 
01307     AnimateAnimatedTiles();
01308     IncreaseDate();
01309     RunTileLoop();
01310     CallVehicleTicks();
01311     CallLandscapeTick();
01312     ClearStorageChanges(true);
01313 
01314     AI::GameLoop();
01315     Game::GameLoop();
01316     UpdateLandscapingLimits();
01317 
01318     CallWindowTickEvent();
01319     NewsLoop();
01320     cur_company.Restore();
01321   }
01322 
01323   assert(IsLocalCompany());
01324 }
01325 
01330 static void DoAutosave()
01331 {
01332   char buf[MAX_PATH];
01333 
01334 #if defined(PSP)
01335   /* Autosaving in networking is too time expensive for the PSP */
01336   if (_networking) return;
01337 #endif /* PSP */
01338 
01339   if (_settings_client.gui.keep_all_autosave) {
01340     GenerateDefaultSaveName(buf, lastof(buf));
01341     strecat(buf, ".sav", lastof(buf));
01342   } else {
01343     static int _autosave_ctr = 0;
01344 
01345     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01346     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01347 
01348     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01349   }
01350 
01351   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01352   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01353     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01354   }
01355 }
01356 
01357 void GameLoop()
01358 {
01359   if (_game_mode == GM_BOOTSTRAP) {
01360 #ifdef ENABLE_NETWORK
01361     /* Check for UDP stuff */
01362     if (_network_available) NetworkBackgroundLoop();
01363 #endif
01364     InputLoop();
01365     return;
01366   }
01367 
01368   ProcessAsyncSaveFinish();
01369 
01370   /* autosave game? */
01371   if (_do_autosave) {
01372     _do_autosave = false;
01373     DoAutosave();
01374     SetWindowDirty(WC_STATUS_BAR, 0);
01375   }
01376 
01377   /* switch game mode? */
01378   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01379     SwitchToMode(_switch_mode);
01380     _switch_mode = SM_NONE;
01381   }
01382 
01383   IncreaseSpriteLRU();
01384   InteractiveRandom();
01385 
01386   extern int _caret_timer;
01387   _caret_timer += 3;
01388   CursorTick();
01389 
01390 #ifdef ENABLE_NETWORK
01391   /* Check for UDP stuff */
01392   if (_network_available) NetworkBackgroundLoop();
01393 
01394   if (_networking && !HasModalProgress()) {
01395     /* Multiplayer */
01396     NetworkGameLoop();
01397   } else {
01398     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01399       /* This means that we want to reconnect to the last host
01400        * We do this here, because it means that the network is really closed */
01401       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01402     }
01403     /* Singleplayer */
01404     StateGameLoop();
01405   }
01406 
01407   /* Check chat messages roughly once a second. */
01408   static uint check_message = 0;
01409   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01410     check_message = 0;
01411     NetworkChatMessageLoop();
01412   }
01413 #else
01414   StateGameLoop();
01415 #endif /* ENABLE_NETWORK */
01416 
01417   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01418 
01419   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01420 
01421   InputLoop();
01422 
01423   _sound_driver->MainLoop();
01424   MusicLoop();
01425 }