openttd.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "error.h"
00021 #include "gui.h"
00022 
00023 #include "base_media_base.h"
00024 #include "saveload/saveload.h"
00025 #include "company_func.h"
00026 #include "command_func.h"
00027 #include "news_func.h"
00028 #include "fios.h"
00029 #include "aircraft.h"
00030 #include "roadveh.h"
00031 #include "train.h"
00032 #include "ship.h"
00033 #include "console_func.h"
00034 #include "screenshot.h"
00035 #include "network/network.h"
00036 #include "network/network_func.h"
00037 #include "ai/ai.hpp"
00038 #include "ai/ai_config.hpp"
00039 #include "settings_func.h"
00040 #include "genworld.h"
00041 #include "progress.h"
00042 #include "strings_func.h"
00043 #include "date_func.h"
00044 #include "vehicle_func.h"
00045 #include "gamelog.h"
00046 #include "animated_tile_func.h"
00047 #include "roadstop_base.h"
00048 #include "elrail_func.h"
00049 #include "rev.h"
00050 #include "highscore.h"
00051 #include "station_base.h"
00052 #include "crashlog.h"
00053 #include "engine_func.h"
00054 #include "core/random_func.hpp"
00055 #include "rail_gui.h"
00056 #include "core/backup_type.hpp"
00057 #include "hotkeys.h"
00058 #include "newgrf.h"
00059 #include "misc/getoptdata.h"
00060 #include "game/game.hpp"
00061 #include "game/game_config.hpp"
00062 #include "town.h"
00063 #include "subsidy_func.h"
00064 
00065 
00066 #include "linkgraph/linkgraphschedule.h"
00067 
00068 #include <stdarg.h>
00069 
00070 
00071 void CallLandscapeTick();
00072 void IncreaseDate();
00073 void DoPaletteAnimations();
00074 void MusicLoop();
00075 void ResetMusic();
00076 void CallWindowTickEvent();
00077 bool HandleBootstrap();
00078 
00079 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00080 extern void ShowOSErrorBox(const char *buf, bool system);
00081 extern char *_config_file;
00082 
00088 void CDECL usererror(const char *s, ...)
00089 {
00090   va_list va;
00091   char buf[512];
00092 
00093   va_start(va, s);
00094   vsnprintf(buf, lengthof(buf), s, va);
00095   va_end(va);
00096 
00097   ShowOSErrorBox(buf, false);
00098   if (_video_driver != NULL) _video_driver->Stop();
00099 
00100   exit(1);
00101 }
00102 
00108 void CDECL error(const char *s, ...)
00109 {
00110   va_list va;
00111   char buf[512];
00112 
00113   va_start(va, s);
00114   vsnprintf(buf, lengthof(buf), s, va);
00115   va_end(va);
00116 
00117   ShowOSErrorBox(buf, true);
00118 
00119   /* Set the error message for the crash log and then invoke it. */
00120   CrashLog::SetErrorMessage(buf);
00121   abort();
00122 }
00123 
00128 void CDECL ShowInfoF(const char *str, ...)
00129 {
00130   va_list va;
00131   char buf[1024];
00132   va_start(va, str);
00133   vsnprintf(buf, lengthof(buf), str, va);
00134   va_end(va);
00135   ShowInfo(buf);
00136 }
00137 
00141 static void ShowHelp()
00142 {
00143   char buf[8192];
00144   char *p = buf;
00145 
00146   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00147   p = strecpy(p,
00148     "\n"
00149     "\n"
00150     "Command line options:\n"
00151     "  -v drv              = Set video driver (see below)\n"
00152     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00153     "  -m drv              = Set music driver (see below)\n"
00154     "  -b drv              = Set the blitter to use (see below)\n"
00155     "  -r res              = Set resolution (for instance 800x600)\n"
00156     "  -h                  = Display this help text\n"
00157     "  -t year             = Set starting year\n"
00158     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00159     "  -e                  = Start Editor\n"
00160     "  -g [savegame]       = Start new/save game immediately\n"
00161     "  -G seed             = Set random seed\n"
00162 #if defined(ENABLE_NETWORK)
00163     "  -n [ip:port#company]= Join network game\n"
00164     "  -p password         = Password to join server\n"
00165     "  -P password         = Password to join company\n"
00166     "  -D [ip][:port]      = Start dedicated server\n"
00167     "  -l ip[:port]        = Redirect DEBUG()\n"
00168 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00169     "  -f                  = Fork into the background (dedicated only)\n"
00170 #endif
00171 #endif /* ENABLE_NETWORK */
00172     "  -I graphics_set     = Force the graphics set (see below)\n"
00173     "  -S sounds_set       = Force the sounds set (see below)\n"
00174     "  -M music_set        = Force the music set (see below)\n"
00175     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00176     "  -x                  = Do not automatically save to config file on exit\n"
00177     "  -q savegame         = Write some information about the savegame and exit\n"
00178     "\n",
00179     lastof(buf)
00180   );
00181 
00182   /* List the graphics packs */
00183   p = BaseGraphics::GetSetsList(p, lastof(buf));
00184 
00185   /* List the sounds packs */
00186   p = BaseSounds::GetSetsList(p, lastof(buf));
00187 
00188   /* List the music packs */
00189   p = BaseMusic::GetSetsList(p, lastof(buf));
00190 
00191   /* List the drivers */
00192   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00193 
00194   /* List the blitters */
00195   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00196 
00197   /* List the debug facilities. */
00198   p = DumpDebugFacilityNames(p, lastof(buf));
00199 
00200   /* We need to initialize the AI, so it finds the AIs */
00201   AI::Initialize();
00202   p = AI::GetConsoleList(p, lastof(buf), true);
00203   AI::Uninitialize(true);
00204 
00205   /* We need to initialize the GameScript, so it finds the GSs */
00206   Game::Initialize();
00207   p = Game::GetConsoleList(p, lastof(buf), true);
00208   Game::Uninitialize(true);
00209 
00210   /* ShowInfo put output to stderr, but version information should go
00211    * to stdout; this is the only exception */
00212 #if !defined(WIN32) && !defined(WIN64)
00213   printf("%s\n", buf);
00214 #else
00215   ShowInfo(buf);
00216 #endif
00217 }
00218 
00219 static void WriteSavegameInfo(const char *name)
00220 {
00221   extern uint16 _sl_version;
00222   uint32 last_ottd_rev = 0;
00223   byte ever_modified = 0;
00224   bool removed_newgrfs = false;
00225 
00226   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
00227 
00228   char buf[8192];
00229   char *p = buf;
00230   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
00231   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
00232   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
00233   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
00234 
00235   if (removed_newgrfs) {
00236     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
00237   }
00238 
00239   p = strecpy(p, "NewGRFs:\n", lastof(buf));
00240   if (_load_check_data.HasNewGrfs()) {
00241     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
00242       char md5sum[33];
00243       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
00244       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
00245     }
00246   }
00247 
00248   /* ShowInfo put output to stderr, but version information should go
00249    * to stdout; this is the only exception */
00250 #if !defined(WIN32) && !defined(WIN64)
00251   printf("%s\n", buf);
00252 #else
00253   ShowInfo(buf);
00254 #endif
00255 }
00256 
00257 
00264 static void ParseResolution(Dimension *res, const char *s)
00265 {
00266   const char *t = strchr(s, 'x');
00267   if (t == NULL) {
00268     ShowInfoF("Invalid resolution '%s'", s);
00269     return;
00270   }
00271 
00272   res->width  = max(strtoul(s, NULL, 0), 64UL);
00273   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00274 }
00275 
00276 
00281 static void ShutdownGame()
00282 {
00283   IConsoleFree();
00284 
00285   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00286 
00287   DriverFactoryBase::ShutdownDrivers();
00288 
00289   UnInitWindowSystem();
00290 
00291   /* stop the scripts */
00292   AI::Uninitialize(false);
00293   Game::Uninitialize(false);
00294 
00295   /* Uninitialize variables that are allocated dynamically */
00296   GamelogReset();
00297 
00298 #ifdef ENABLE_NETWORK
00299   free(_config_file);
00300 #endif
00301 
00302   LinkGraphSchedule::Clear();
00303   PoolBase::Clean(PT_ALL);
00304 
00305   /* No NewGRFs were loaded when it was still bootstrapping. */
00306   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00307 
00308   /* Close all and any open filehandles */
00309   FioCloseAll();
00310 
00311   UninitFreeType();
00312 }
00313 
00318 static void LoadIntroGame(bool load_newgrfs = true)
00319 {
00320   _game_mode = GM_MENU;
00321 
00322   if (load_newgrfs) ResetGRFConfig(false);
00323 
00324   /* Setup main window */
00325   ResetWindowSystem();
00326   SetupColoursAndInitialWindow();
00327 
00328   /* Load the default opening screen savegame */
00329   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00330     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00331     WaitTillGeneratedWorld();
00332     SetLocalCompany(COMPANY_SPECTATOR);
00333   } else {
00334     SetLocalCompany(COMPANY_FIRST);
00335   }
00336 
00337   _pause_mode = PM_UNPAUSED;
00338   _cursor.fix_at = false;
00339 
00340   if (load_newgrfs) CheckForMissingSprites();
00341   CheckForMissingGlyphs();
00342 
00343   /* Play main theme */
00344   if (_music_driver->IsSongPlaying()) ResetMusic();
00345 }
00346 
00347 void MakeNewgameSettingsLive()
00348 {
00349   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00350     if (_settings_game.ai_config[c] != NULL) {
00351       delete _settings_game.ai_config[c];
00352     }
00353   }
00354   if (_settings_game.game_config != NULL) {
00355     delete _settings_game.game_config;
00356   }
00357 
00358   /* Copy newgame settings to active settings.
00359    * Also initialise old settings needed for savegame conversion. */
00360   _settings_game = _settings_newgame;
00361   _old_vds = _settings_client.company.vehicle;
00362 
00363   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00364     _settings_game.ai_config[c] = NULL;
00365     if (_settings_newgame.ai_config[c] != NULL) {
00366       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00367     }
00368   }
00369   _settings_game.game_config = NULL;
00370   if (_settings_newgame.game_config != NULL) {
00371     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
00372   }
00373 }
00374 
00375 void OpenBrowser(const char *url)
00376 {
00377   /* Make sure we only accept urls that are sure to open a browser. */
00378   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00379 
00380   extern void OSOpenBrowser(const char *url);
00381   OSOpenBrowser(url);
00382 }
00383 
00385 struct AfterNewGRFScan : NewGRFScanCallback {
00386   Year startyear;                    
00387   uint generation_seed;              
00388   char *dedicated_host;              
00389   uint16 dedicated_port;             
00390   char *network_conn;                
00391   const char *join_server_password;  
00392   const char *join_company_password; 
00393   bool *save_config_ptr;             
00394   bool save_config;                  
00395 
00401   AfterNewGRFScan(bool *save_config_ptr) :
00402       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00403       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00404       join_server_password(NULL), join_company_password(NULL),
00405       save_config_ptr(save_config_ptr), save_config(true)
00406   {
00407   }
00408 
00409   virtual void OnNewGRFsScanned()
00410   {
00411     ResetGRFConfig(false);
00412 
00413     TarScanner::DoScan(TarScanner::SCENARIO);
00414 
00415     AI::Initialize();
00416     Game::Initialize();
00417 
00418     /* We want the new (correct) NewGRF count to survive the loading. */
00419     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00420     LoadFromConfig();
00421     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00422     /* Since the default for the palette might have changed due to
00423      * reading the configuration file, recalculate that now. */
00424     UpdateNewGRFConfigPalette();
00425 
00426     Game::Uninitialize(true);
00427     AI::Uninitialize(true);
00428     CheckConfig();
00429     LoadFromHighScore();
00430     LoadHotkeysFromConfig();
00431     WindowDesc::LoadFromConfig();
00432 
00433     /* We have loaded the config, so we may possibly save it. */
00434     *save_config_ptr = save_config;
00435 
00436     /* restore saved music volume */
00437     _music_driver->SetVolume(_settings_client.music.music_vol);
00438 
00439     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00440     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00441 
00442 #if defined(ENABLE_NETWORK)
00443     if (dedicated_host != NULL) {
00444       _network_bind_list.Clear();
00445       *_network_bind_list.Append() = strdup(dedicated_host);
00446     }
00447     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00448 #endif /* ENABLE_NETWORK */
00449 
00450     /* initialize the ingame console */
00451     IConsoleInit();
00452     InitializeGUI();
00453     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00454 
00455     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00456     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00457 
00458 #ifdef ENABLE_NETWORK
00459     if (_network_available && network_conn != NULL) {
00460       const char *port = NULL;
00461       const char *company = NULL;
00462       uint16 rport = NETWORK_DEFAULT_PORT;
00463       CompanyID join_as = COMPANY_NEW_COMPANY;
00464 
00465       ParseConnectionString(&company, &port, network_conn);
00466 
00467       if (company != NULL) {
00468         join_as = (CompanyID)atoi(company);
00469 
00470         if (join_as != COMPANY_SPECTATOR) {
00471           join_as--;
00472           if (join_as >= MAX_COMPANIES) {
00473             delete this;
00474             return;
00475           }
00476         }
00477       }
00478       if (port != NULL) rport = atoi(port);
00479 
00480       LoadIntroGame();
00481       _switch_mode = SM_NONE;
00482       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00483     }
00484 #endif /* ENABLE_NETWORK */
00485 
00486     /* After the scan we're not used anymore. */
00487     delete this;
00488   }
00489 };
00490 
00491 #if defined(UNIX) && !defined(__MORPHOS__)
00492 extern void DedicatedFork();
00493 #endif
00494 
00496 static const OptionData _options[] = {
00497    GETOPT_SHORT_VALUE('I'),
00498    GETOPT_SHORT_VALUE('S'),
00499    GETOPT_SHORT_VALUE('M'),
00500    GETOPT_SHORT_VALUE('m'),
00501    GETOPT_SHORT_VALUE('s'),
00502    GETOPT_SHORT_VALUE('v'),
00503    GETOPT_SHORT_VALUE('b'),
00504 #if defined(ENABLE_NETWORK)
00505   GETOPT_SHORT_OPTVAL('D'),
00506   GETOPT_SHORT_OPTVAL('n'),
00507    GETOPT_SHORT_VALUE('l'),
00508    GETOPT_SHORT_VALUE('p'),
00509    GETOPT_SHORT_VALUE('P'),
00510 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00511    GETOPT_SHORT_NOVAL('f'),
00512 #endif
00513 #endif /* ENABLE_NETWORK */
00514    GETOPT_SHORT_VALUE('r'),
00515    GETOPT_SHORT_VALUE('t'),
00516   GETOPT_SHORT_OPTVAL('d'),
00517    GETOPT_SHORT_NOVAL('e'),
00518   GETOPT_SHORT_OPTVAL('g'),
00519    GETOPT_SHORT_VALUE('G'),
00520    GETOPT_SHORT_VALUE('c'),
00521    GETOPT_SHORT_NOVAL('x'),
00522    GETOPT_SHORT_VALUE('q'),
00523    GETOPT_SHORT_NOVAL('h'),
00524   GETOPT_END()
00525 };
00526 
00527 
00528 int ttd_main(int argc, char *argv[])
00529 {
00530   char *musicdriver = NULL;
00531   char *sounddriver = NULL;
00532   char *videodriver = NULL;
00533   char *blitter = NULL;
00534   char *graphics_set = NULL;
00535   char *sounds_set = NULL;
00536   char *music_set = NULL;
00537   Dimension resolution = {0, 0};
00538   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00539   bool save_config = false;
00540   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00541 #if defined(ENABLE_NETWORK)
00542   bool dedicated = false;
00543   char *debuglog_conn = NULL;
00544 
00545   extern bool _dedicated_forks;
00546   _dedicated_forks = false;
00547 #endif /* ENABLE_NETWORK */
00548 
00549   _game_mode = GM_MENU;
00550   _switch_mode = SM_MENU;
00551   _config_file = NULL;
00552 
00553   GetOptData mgo(argc - 1, argv + 1, _options);
00554 
00555   int i;
00556   while ((i = mgo.GetOpt()) != -1) {
00557     switch (i) {
00558     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00559     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00560     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00561     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00562     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00563     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00564     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00565 #if defined(ENABLE_NETWORK)
00566     case 'D':
00567       free(musicdriver);
00568       free(sounddriver);
00569       free(videodriver);
00570       free(blitter);
00571       musicdriver = strdup("null");
00572       sounddriver = strdup("null");
00573       videodriver = strdup("dedicated");
00574       blitter = strdup("null");
00575       dedicated = true;
00576       SetDebugString("net=6");
00577       if (mgo.opt != NULL) {
00578         /* Use the existing method for parsing (openttd -n).
00579          * However, we do ignore the #company part. */
00580         const char *temp = NULL;
00581         const char *port = NULL;
00582         ParseConnectionString(&temp, &port, mgo.opt);
00583         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00584         if (port != NULL) scanner->dedicated_port = atoi(port);
00585       }
00586       break;
00587     case 'f': _dedicated_forks = true; break;
00588     case 'n':
00589       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00590       break;
00591     case 'l':
00592       debuglog_conn = mgo.opt;
00593       break;
00594     case 'p':
00595       scanner->join_server_password = mgo.opt;
00596       break;
00597     case 'P':
00598       scanner->join_company_password = mgo.opt;
00599       break;
00600 #endif /* ENABLE_NETWORK */
00601     case 'r': ParseResolution(&resolution, mgo.opt); break;
00602     case 't': scanner->startyear = atoi(mgo.opt); break;
00603     case 'd': {
00604 #if defined(WIN32)
00605         CreateConsole();
00606 #endif
00607         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00608         break;
00609       }
00610     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
00611     case 'g':
00612       if (mgo.opt != NULL) {
00613         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00614         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
00615         _file_to_saveload.mode = SL_LOAD;
00616 
00617         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00618         const char *t = strrchr(_file_to_saveload.name, '.');
00619         if (t != NULL) {
00620           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00621           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00622         }
00623 
00624         break;
00625       }
00626 
00627       _switch_mode = SM_NEWGAME;
00628       /* Give a random map if no seed has been given */
00629       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00630         scanner->generation_seed = InteractiveRandom();
00631       }
00632       break;
00633     case 'q': {
00634       DeterminePaths(argv[0]);
00635       if (StrEmpty(mgo.opt)) return 1;
00636       char title[80];
00637       title[0] = '\0';
00638       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00639 
00640       _load_check_data.Clear();
00641       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00642       if (res != SL_OK || _load_check_data.HasErrors()) {
00643         fprintf(stderr, "Failed to open savegame\n");
00644         if (_load_check_data.HasErrors()) {
00645           char buf[256];
00646           SetDParamStr(0, _load_check_data.error_data);
00647           GetString(buf, _load_check_data.error, lastof(buf));
00648           fprintf(stderr, "%s\n", buf);
00649         }
00650         return 1;
00651       }
00652 
00653       WriteSavegameInfo(title);
00654 
00655       return 0;
00656     }
00657     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00658     case 'c': _config_file = strdup(mgo.opt); break;
00659     case 'x': scanner->save_config = false; break;
00660     case 'h':
00661       i = -2; // Force printing of help.
00662       break;
00663     }
00664     if (i == -2) break;
00665   }
00666 
00667   if (i == -2 || mgo.numleft > 0) {
00668     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00669      * In all cases, print the help, and exit.
00670      *
00671      * The next two functions are needed to list the graphics sets. We can't do them earlier
00672      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00673     DeterminePaths(argv[0]);
00674     TarScanner::DoScan(TarScanner::BASESET);
00675     BaseGraphics::FindSets();
00676     BaseSounds::FindSets();
00677     BaseMusic::FindSets();
00678     ShowHelp();
00679     delete scanner;
00680     return 0;
00681   }
00682 
00683 #if defined(WINCE) && defined(_DEBUG)
00684   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00685   SetDebugString("4");
00686 #endif
00687 
00688   DeterminePaths(argv[0]);
00689   TarScanner::DoScan(TarScanner::BASESET);
00690 
00691 #if defined(ENABLE_NETWORK)
00692   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00693   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00694 
00695 #if defined(UNIX) && !defined(__MORPHOS__)
00696   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00697   if (_dedicated_forks) DedicatedFork();
00698 #endif
00699 #endif
00700 
00701   LoadFromConfig(true);
00702 
00703   if (resolution.width != 0) _cur_resolution = resolution;
00704 
00705   /*
00706    * The width and height must be at least 1 pixel and width times
00707    * height times bytes per pixel must still fit within a 32 bits
00708    * integer, even for 32 bpp video modes. This way all internal
00709    * drawing routines work correctly.
00710    */
00711   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00712   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00713 
00714   /* Assume the cursor starts within the game as not all video drivers
00715    * get an event that the cursor is within the window when it is opened.
00716    * Saying the cursor is there makes no visible difference as it would
00717    * just be out of the bounds of the window. */
00718   _cursor.in_window = true;
00719 
00720   /* enumerate language files */
00721   InitializeLanguagePacks();
00722 
00723   /* Initialize the regular font for FreeType */
00724   InitFreeType(false);
00725 
00726   /* This must be done early, since functions use the SetWindowDirty* calls */
00727   InitWindowSystem();
00728 
00729   BaseGraphics::FindSets();
00730   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00731   if (!BaseGraphics::SetSet(graphics_set)) {
00732     if (!StrEmpty(graphics_set)) {
00733       BaseGraphics::SetSet(NULL);
00734 
00735       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
00736       msg.SetDParamStr(0, graphics_set);
00737       ScheduleErrorMessage(msg);
00738     }
00739   }
00740   free(graphics_set);
00741 
00742   /* Initialize game palette */
00743   GfxInitPalettes();
00744 
00745   DEBUG(misc, 1, "Loading blitter...");
00746   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00747   _blitter_autodetected = StrEmpty(blitter);
00748   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00749   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00750     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00751       StrEmpty(blitter) ?
00752         usererror("Failed to autoprobe blitter") :
00753         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00754     }
00755   }
00756   free(blitter);
00757 
00758   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00759   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00760   if (_video_driver == NULL) {
00761     StrEmpty(videodriver) ?
00762       usererror("Failed to autoprobe video driver") :
00763       usererror("Failed to select requested video driver '%s'", videodriver);
00764   }
00765   free(videodriver);
00766 
00767   /* Initialize the zoom level of the screen to normal */
00768   _screen.zoom = ZOOM_LVL_NORMAL;
00769 
00770   NetworkStartUp(); // initialize network-core
00771 
00772 #if defined(ENABLE_NETWORK)
00773   if (debuglog_conn != NULL && _network_available) {
00774     const char *not_used = NULL;
00775     const char *port = NULL;
00776     uint16 rport;
00777 
00778     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00779 
00780     ParseConnectionString(&not_used, &port, debuglog_conn);
00781     if (port != NULL) rport = atoi(port);
00782 
00783     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00784   }
00785 #endif /* ENABLE_NETWORK */
00786 
00787   if (!HandleBootstrap()) goto exit;
00788 
00789   _video_driver->ClaimMousePointer();
00790 
00791   /* initialize screenshot formats */
00792   InitializeScreenshotFormats();
00793 
00794   BaseSounds::FindSets();
00795   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00796   if (!BaseSounds::SetSet(sounds_set)) {
00797     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
00798       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
00799     } else {
00800       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
00801       msg.SetDParamStr(0, sounds_set);
00802       ScheduleErrorMessage(msg);
00803     }
00804   }
00805   free(sounds_set);
00806 
00807   BaseMusic::FindSets();
00808   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00809   if (!BaseMusic::SetSet(music_set)) {
00810     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
00811       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
00812     } else {
00813       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
00814       msg.SetDParamStr(0, music_set);
00815       ScheduleErrorMessage(msg);
00816     }
00817   }
00818   free(music_set);
00819 
00820   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00821   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00822   if (_sound_driver == NULL) {
00823     StrEmpty(sounddriver) ?
00824       usererror("Failed to autoprobe sound driver") :
00825       usererror("Failed to select requested sound driver '%s'", sounddriver);
00826   }
00827   free(sounddriver);
00828 
00829   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00830   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00831   if (_music_driver == NULL) {
00832     StrEmpty(musicdriver) ?
00833       usererror("Failed to autoprobe music driver") :
00834       usererror("Failed to select requested music driver '%s'", musicdriver);
00835   }
00836   free(musicdriver);
00837 
00838   /* Take our initial lock on whatever we might want to do! */
00839   _modal_progress_paint_mutex->BeginCritical();
00840   _modal_progress_work_mutex->BeginCritical();
00841 
00842   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00843   WaitTillGeneratedWorld();
00844 
00845   LoadIntroGame(false);
00846 
00847   CheckForMissingGlyphs();
00848 
00849   ScanNewGRFFiles(scanner);
00850 
00851   _video_driver->MainLoop();
00852 
00853   WaitTillSaved();
00854 
00855   /* only save config if we have to */
00856   if (save_config) {
00857     SaveToConfig();
00858     SaveHotkeysToConfig();
00859     WindowDesc::SaveToConfig();
00860     SaveToHighScore();
00861   }
00862 
00863 exit:
00864   /* Reset windowing system, stop drivers, free used memory, ... */
00865   ShutdownGame();
00866 
00867   free(BaseGraphics::ini_set);
00868   free(BaseSounds::ini_set);
00869   free(BaseMusic::ini_set);
00870   free(_ini_musicdriver);
00871   free(_ini_sounddriver);
00872   free(_ini_videodriver);
00873   free(_ini_blitter);
00874 
00875   return 0;
00876 }
00877 
00878 void HandleExitGameRequest()
00879 {
00880   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00881     _exit_game = true;
00882   } else if (_settings_client.gui.autosave_on_exit) {
00883     DoExitSave();
00884     _exit_game = true;
00885   } else {
00886     AskExitGame();
00887   }
00888 }
00889 
00890 static void MakeNewGameDone()
00891 {
00892   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00893 
00894   /* In a dedicated server, the server does not play */
00895   if (!_video_driver->HasGUI()) {
00896     SetLocalCompany(COMPANY_SPECTATOR);
00897     if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00898     IConsoleCmdExec("exec scripts/game_start.scr 0");
00899     return;
00900   }
00901 
00902   /* Create a single company */
00903   DoStartupNewCompany(false);
00904 
00905   Company *c = Company::Get(COMPANY_FIRST);
00906   c->settings = _settings_client.company;
00907 
00908   IConsoleCmdExec("exec scripts/game_start.scr 0");
00909 
00910   SetLocalCompany(COMPANY_FIRST);
00911 
00912   InitializeRailGUI();
00913 
00914 #ifdef ENABLE_NETWORK
00915   /* We are the server, we start a new company (not dedicated),
00916    * so set the default password *if* needed. */
00917   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00918     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00919   }
00920 #endif /* ENABLE_NETWORK */
00921 
00922   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00923 
00924   MarkWholeScreenDirty();
00925 }
00926 
00927 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00928 {
00929   _game_mode = GM_NORMAL;
00930 
00931   ResetGRFConfig(true);
00932 
00933   GenerateWorldSetCallback(&MakeNewGameDone);
00934   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00935 }
00936 
00937 static void MakeNewEditorWorldDone()
00938 {
00939   SetLocalCompany(OWNER_NONE);
00940 }
00941 
00942 static void MakeNewEditorWorld()
00943 {
00944   _game_mode = GM_EDITOR;
00945 
00946   ResetGRFConfig(true);
00947 
00948   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00949   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00950 }
00951 
00962 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00963 {
00964   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00965   GameMode ogm = _game_mode;
00966 
00967   _game_mode = newgm;
00968 
00969   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00970     case SL_OK: return true;
00971 
00972     case SL_REINIT:
00973 #ifdef ENABLE_NETWORK
00974       if (_network_dedicated) {
00975         /*
00976          * We need to reinit a network map...
00977          * We can't simply load the intro game here as that game has many
00978          * special cases which make clients desync immediately. So we fall
00979          * back to just generating a new game with the current settings.
00980          */
00981         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00982         MakeNewGame(false, true);
00983         return false;
00984       }
00985       if (_network_server) {
00986         /* We can't load the intro game as server, so disconnect first. */
00987         NetworkDisconnect();
00988       }
00989 #endif /* ENABLE_NETWORK */
00990 
00991       switch (ogm) {
00992         default:
00993         case GM_MENU:   LoadIntroGame();      break;
00994         case GM_EDITOR: MakeNewEditorWorld(); break;
00995       }
00996       return false;
00997 
00998     default:
00999       _game_mode = ogm;
01000       return false;
01001   }
01002 }
01003 
01004 void SwitchToMode(SwitchMode new_mode)
01005 {
01006 #ifdef ENABLE_NETWORK
01007   /* If we are saving something, the network stays in his current state */
01008   if (new_mode != SM_SAVE_GAME) {
01009     /* If the network is active, make it not-active */
01010     if (_networking) {
01011       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
01012         NetworkReboot();
01013       } else {
01014         NetworkDisconnect();
01015       }
01016     }
01017 
01018     /* If we are a server, we restart the server */
01019     if (_is_network_server) {
01020       /* But not if we are going to the menu */
01021       if (new_mode != SM_MENU) {
01022         /* check if we should reload the config */
01023         if (_settings_client.network.reload_cfg) {
01024           LoadFromConfig();
01025           MakeNewgameSettingsLive();
01026           ResetGRFConfig(false);
01027         }
01028         NetworkServerStart();
01029       } else {
01030         /* This client no longer wants to be a network-server */
01031         _is_network_server = false;
01032       }
01033     }
01034   }
01035 #endif /* ENABLE_NETWORK */
01036   /* Make sure all AI controllers are gone at quitting game */
01037   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01038 
01039   switch (new_mode) {
01040     case SM_EDITOR: // Switch to scenario editor
01041       MakeNewEditorWorld();
01042       break;
01043 
01044     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01045     case SM_NEWGAME: // New Game --> 'Random game'
01046 #ifdef ENABLE_NETWORK
01047       if (_network_server) {
01048         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01049       }
01050 #endif /* ENABLE_NETWORK */
01051       MakeNewGame(false, new_mode == SM_NEWGAME);
01052       break;
01053 
01054     case SM_LOAD_GAME: { // Load game, Play Scenario
01055       ResetGRFConfig(true);
01056       ResetWindowSystem();
01057 
01058       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01059         SetDParamStr(0, GetSaveLoadErrorString());
01060         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01061       } else {
01062         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01063           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
01064           EngineOverrideManager::ResetToCurrentNewGRFConfig();
01065         }
01066         /* Update the local company for a loaded game. It is either always
01067          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01068         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01069         /* Execute the game-start script */
01070         IConsoleCmdExec("exec scripts/game_start.scr 0");
01071         /* Decrease pause counter (was increased from opening load dialog) */
01072         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01073 #ifdef ENABLE_NETWORK
01074         if (_network_server) {
01075           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01076         }
01077 #endif /* ENABLE_NETWORK */
01078       }
01079       break;
01080     }
01081 
01082     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01083 #ifdef ENABLE_NETWORK
01084       if (_network_server) {
01085         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01086       }
01087 #endif /* ENABLE_NETWORK */
01088       MakeNewGame(true, true);
01089       break;
01090 
01091     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01092       SetLocalCompany(OWNER_NONE);
01093 
01094       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01095       MarkWholeScreenDirty();
01096       break;
01097 
01098     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01099       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01100         SetLocalCompany(OWNER_NONE);
01101         _settings_newgame.game_creation.starting_year = _cur_year;
01102         /* Cancel the saveload pausing */
01103         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01104       } else {
01105         SetDParamStr(0, GetSaveLoadErrorString());
01106         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01107       }
01108       break;
01109     }
01110 
01111     case SM_MENU: // Switch to game intro menu
01112       LoadIntroGame();
01113       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01114         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01115         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01116       }
01117       break;
01118 
01119     case SM_SAVE_GAME: // Save game.
01120       /* Make network saved games on pause compatible to singleplayer */
01121       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01122         SetDParamStr(0, GetSaveLoadErrorString());
01123         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01124       } else {
01125         DeleteWindowById(WC_SAVELOAD, 0);
01126       }
01127       break;
01128 
01129     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01130       MakeHeightmapScreenshot(_file_to_saveload.name);
01131       DeleteWindowById(WC_SAVELOAD, 0);
01132       break;
01133 
01134     case SM_GENRANDLAND: // Generate random land within scenario editor
01135       SetLocalCompany(OWNER_NONE);
01136       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01137       /* XXX: set date */
01138       MarkWholeScreenDirty();
01139       break;
01140 
01141     default: NOT_REACHED();
01142   }
01143 }
01144 
01145 
01152 static void CheckCaches()
01153 {
01154   /* Return here so it is easy to add checks that are run
01155    * always to aid testing of caches. */
01156   if (_debug_desync_level <= 1) return;
01157 
01158   /* Check the town caches. */
01159   SmallVector<TownCache, 4> old_town_caches;
01160   Town *t;
01161   FOR_ALL_TOWNS(t) {
01162     MemCpyT(old_town_caches.Append(), &t->cache);
01163   }
01164 
01165   extern void RebuildTownCaches();
01166   RebuildTownCaches();
01167   RebuildSubsidisedSourceAndDestinationCache();
01168 
01169   uint i = 0;
01170   FOR_ALL_TOWNS(t) {
01171     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
01172       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
01173     }
01174     i++;
01175   }
01176 
01177   /* Check company infrastructure cache. */
01178   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01179   Company *c;
01180   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01181 
01182   extern void AfterLoadCompanyStats();
01183   AfterLoadCompanyStats();
01184 
01185   i = 0;
01186   FOR_ALL_COMPANIES(c) {
01187     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01188       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01189     }
01190     i++;
01191   }
01192 
01193   /* Strict checking of the road stop cache entries */
01194   const RoadStop *rs;
01195   FOR_ALL_ROADSTOPS(rs) {
01196     if (IsStandardRoadStopTile(rs->xy)) continue;
01197 
01198     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01199     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01200     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01201   }
01202 
01203   Vehicle *v;
01204   FOR_ALL_VEHICLES(v) {
01205     extern void FillNewGRFVehicleCache(const Vehicle *v);
01206     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01207 
01208     uint length = 0;
01209     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01210 
01211     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01212     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01213     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01214     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01215 
01216     length = 0;
01217     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01218       FillNewGRFVehicleCache(u);
01219       grf_cache[length] = u->grf_cache;
01220       veh_cache[length] = u->vcache;
01221       switch (u->type) {
01222         case VEH_TRAIN:
01223           gro_cache[length] = Train::From(u)->gcache;
01224           tra_cache[length] = Train::From(u)->tcache;
01225           break;
01226         case VEH_ROAD:
01227           gro_cache[length] = RoadVehicle::From(u)->gcache;
01228           break;
01229         default:
01230           break;
01231       }
01232       length++;
01233     }
01234 
01235     switch (v->type) {
01236       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01237       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01238       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01239       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01240       default: break;
01241     }
01242 
01243     length = 0;
01244     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01245       FillNewGRFVehicleCache(u);
01246       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01247         DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
01248       }
01249       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01250         DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
01251       }
01252       switch (u->type) {
01253         case VEH_TRAIN:
01254           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01255             DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01256           }
01257           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01258             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01259           }
01260           break;
01261         case VEH_ROAD:
01262           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01263             DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01264           }
01265           break;
01266         default:
01267           break;
01268       }
01269       length++;
01270     }
01271 
01272     free(grf_cache);
01273     free(veh_cache);
01274     free(gro_cache);
01275     free(tra_cache);
01276   }
01277 
01278   /* Check whether the caches are still valid */
01279   FOR_ALL_VEHICLES(v) {
01280     byte buff[sizeof(VehicleCargoList)];
01281     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01282     v->cargo.InvalidateCache();
01283     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01284   }
01285 
01286   Station *st;
01287   FOR_ALL_STATIONS(st) {
01288     for (CargoID c = 0; c < NUM_CARGO; c++) {
01289       byte buff[sizeof(StationCargoList)];
01290       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01291       st->goods[c].cargo.InvalidateCache();
01292       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01293     }
01294   }
01295 }
01296 
01302 void StateGameLoop()
01303 {
01304   /* don't execute the state loop during pause */
01305   if (_pause_mode != PM_UNPAUSED) {
01306     UpdateLandscapingLimits();
01307     Game::GameLoop();
01308     CallWindowTickEvent();
01309     return;
01310   }
01311   if (HasModalProgress()) return;
01312 
01313   ClearStorageChanges(false);
01314 
01315   if (_game_mode == GM_EDITOR) {
01316     RunTileLoop();
01317     CallVehicleTicks();
01318     CallLandscapeTick();
01319     ClearStorageChanges(true);
01320     UpdateLandscapingLimits();
01321 
01322     CallWindowTickEvent();
01323     NewsLoop();
01324   } else {
01325     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01326       /* Save the desync savegame if needed. */
01327       char name[MAX_PATH];
01328       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01329       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01330     }
01331 
01332     CheckCaches();
01333 
01334     /* All these actions has to be done from OWNER_NONE
01335      *  for multiplayer compatibility */
01336     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01337 
01338     AnimateAnimatedTiles();
01339     IncreaseDate();
01340     RunTileLoop();
01341     CallVehicleTicks();
01342     CallLandscapeTick();
01343     ClearStorageChanges(true);
01344 
01345     AI::GameLoop();
01346     Game::GameLoop();
01347     UpdateLandscapingLimits();
01348 
01349     CallWindowTickEvent();
01350     NewsLoop();
01351     cur_company.Restore();
01352   }
01353 
01354   assert(IsLocalCompany());
01355 }
01356 
01361 static void DoAutosave()
01362 {
01363   char buf[MAX_PATH];
01364 
01365 #if defined(PSP)
01366   /* Autosaving in networking is too time expensive for the PSP */
01367   if (_networking) return;
01368 #endif /* PSP */
01369 
01370   if (_settings_client.gui.keep_all_autosave) {
01371     GenerateDefaultSaveName(buf, lastof(buf));
01372     strecat(buf, ".sav", lastof(buf));
01373   } else {
01374     static int _autosave_ctr = 0;
01375 
01376     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01377     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01378 
01379     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01380   }
01381 
01382   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01383   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01384     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01385   }
01386 }
01387 
01388 void GameLoop()
01389 {
01390   if (_game_mode == GM_BOOTSTRAP) {
01391 #ifdef ENABLE_NETWORK
01392     /* Check for UDP stuff */
01393     if (_network_available) NetworkBackgroundLoop();
01394 #endif
01395     InputLoop();
01396     return;
01397   }
01398 
01399   ProcessAsyncSaveFinish();
01400 
01401   /* autosave game? */
01402   if (_do_autosave) {
01403     _do_autosave = false;
01404     DoAutosave();
01405     SetWindowDirty(WC_STATUS_BAR, 0);
01406   }
01407 
01408   /* switch game mode? */
01409   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01410     SwitchToMode(_switch_mode);
01411     _switch_mode = SM_NONE;
01412   }
01413 
01414   IncreaseSpriteLRU();
01415   InteractiveRandom();
01416 
01417   extern int _caret_timer;
01418   _caret_timer += 3;
01419   CursorTick();
01420 
01421 #ifdef ENABLE_NETWORK
01422   /* Check for UDP stuff */
01423   if (_network_available) NetworkBackgroundLoop();
01424 
01425   if (_networking && !HasModalProgress()) {
01426     /* Multiplayer */
01427     NetworkGameLoop();
01428   } else {
01429     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01430       /* This means that we want to reconnect to the last host
01431        * We do this here, because it means that the network is really closed */
01432       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01433     }
01434     /* Singleplayer */
01435     StateGameLoop();
01436   }
01437 
01438   /* Check chat messages roughly once a second. */
01439   static uint check_message = 0;
01440   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01441     check_message = 0;
01442     NetworkChatMessageLoop();
01443   }
01444 #else
01445   StateGameLoop();
01446 #endif /* ENABLE_NETWORK */
01447 
01448   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01449 
01450   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01451 
01452   InputLoop();
01453 
01454   _sound_driver->MainLoop();
01455   MusicLoop();
01456 }