# openttd.cpp

Go to the documentation of this file.

    00001 /* $Id: openttd.cpp 16310 2009-05-15 10:24:13Z rubidium $ */
    00002
    00005 #include "stdafx.h"
    00006
    00007 #define VARDEF
    00008 #include "variables.h"
    00009 #undef VARDEF
    00010
    00011 #include "openttd.h"
    00012
    00013 #include "blitter/factory.hpp"
    00014 #include "sound/sound_driver.hpp"
    00015 #include "music/music_driver.hpp"
    00016 #include "video/video_driver.hpp"
    00017
    00018 #include "fontcache.h"
    00019 #include "gfxinit.h"
    00020 #include "gui.h"
    00021 #include "mixer.h"
    00022 #include "sound_func.h"
    00023 #include "window_func.h"
    00024
    00025 #include "saveload/saveload.h"
    00026 #include "landscape.h"
    00027 #include "company_func.h"
    00028 #include "command_func.h"
    00029 #include "news_func.h"
    00030 #include "fileio_func.h"
    00031 #include "fios.h"
    00032 #include "aircraft.h"
    00033 #include "console_func.h"
    00034 #include "screenshot.h"
    00035 #include "network/network.h"
    00036 #include "network/network_func.h"
    00037 #include "signs_base.h"
    00038 #include "ai/ai.hpp"
    00039 #include "ai/ai_config.hpp"
    00040 #include "settings_func.h"
    00041 #include "genworld.h"
    00042 #include "group.h"
    00043 #include "strings_func.h"
    00044 #include "date_func.h"
    00045 #include "vehicle_func.h"
    00046 #include "gamelog.h"
    00047 #include "cheat_type.h"
    00048 #include "animated_tile_func.h"
    00049 #include "functions.h"
    00050 #include "elrail_func.h"
    00051 #include "rev.h"
    00052 #include "highscore.h"
    00053 #include "thread.h"
    00054
    00055 #include "newgrf_commons.h"
    00056
    00057 #include "town.h"
    00058 #include "industry.h"
    00059
    00060 #include <stdarg.h>
    00061
    00062 #include "table/strings.h"
    00063
    00064 StringID _switch_mode_errorstr;
    00065
    00066 void CallLandscapeTick();
    00067 void IncreaseDate();
    00068 void DoPaletteAnimations();
    00069 void MusicLoop();
    00070 void ResetMusic();
    00071 void ProcessAsyncSaveFinish();
    00072 void CallWindowTickEvent();
    00073
    00074 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00075 extern Company *DoStartupNewCompany(bool is_ai);
    00076 extern void ShowOSErrorBox(const char *buf, bool system);
    00077 extern void InitializeRailGUI();
    00078
    00084 void CDECL usererror(const char *s, ...)
    00085 {
    00086   va_list va;
    00087   char buf[512];
    00088
    00089   va_start(va, s);
    00090   vsnprintf(buf, lengthof(buf), s, va);
    00091   va_end(va);
    00092
    00093   ShowOSErrorBox(buf, false);
    00094   if (_video_driver != NULL) _video_driver->Stop();
    00095
    00096   exit(1);
    00097 }
    00098
    00104 void CDECL error(const char *s, ...)
    00105 {
    00106   va_list va;
    00107   char buf[512];
    00108
    00109   va_start(va, s);
    00110   vsnprintf(buf, lengthof(buf), s, va);
    00111   va_end(va);
    00112
    00113   ShowOSErrorBox(buf, true);
    00114   if (_video_driver != NULL) _video_driver->Stop();
    00115
    00116   assert(0);
    00117   exit(1);
    00118 }
    00119
    00124 void CDECL ShowInfoF(const char *str, ...)
    00125 {
    00126   va_list va;
    00127   char buf[1024];
    00128   va_start(va, str);
    00129   vsnprintf(buf, lengthof(buf), str, va);
    00130   va_end(va);
    00131   ShowInfo(buf);
    00132 }
    00133
    00137 static void ShowHelp()
    00138 {
    00139   char buf[8192];
    00140   char *p = buf;
    00141
    00142   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00143   p = strecpy(p,
    00144     "\n"
    00145     "\n"
    00146     "Command line options:\n"
    00147     "  -v drv              = Set video driver (see below)\n"
    00148     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00149     "  -m drv              = Set music driver (see below)\n"
    00150     "  -b drv              = Set the blitter to use (see below)\n"
    00151     "  -a ai               = Force use of specific AI (see below)\n"
    00152     "  -r res              = Set resolution (for instance 800x600)\n"
    00153     "  -h                  = Display this help text\n"
    00154     "  -t year             = Set starting year\n"
    00155     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00156     "  -e                  = Start Editor\n"
    00157     "  -g [savegame]       = Start new/save game immediately\n"
    00158     "  -G seed             = Set random seed\n"
    00159 #if defined(ENABLE_NETWORK)
    00160     "  -n [ip:port#company]= Start networkgame\n"
    00161     "  -D [ip][:port]      = Start dedicated server\n"
    00162     "  -l ip[:port]        = Redirect DEBUG()\n"
    00163 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00164     "  -f                  = Fork into the background (dedicated only)\n"
    00165 #endif
    00166 #endif /* ENABLE_NETWORK */
    00167     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
    00168     "                          (defines default setting when adding newgrfs)\n"
    00169     "                        Default value (2) lets OpenTTD use the palette\n"
    00170     "                          specified in graphics set file (see below)\n"
    00171     "  -I graphics_set     = Force the graphics set (see below)\n"
    00172     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00173     "  -x                  = Do not automatically save to config file on exit\n"
    00174     "\n",
    00175     lastof(buf)
    00176   );
    00177
    00178   /* List the graphics packs */
    00179   p = GetGraphicsSetsList(p, lastof(buf));
    00180
    00181   /* List the drivers */
    00182   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00183
    00184   /* List the blitters */
    00185   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00186
    00187   /* We need to initialize the AI, so it finds the AIs */
    00188   AI::Initialize();
    00189   p = AI::GetConsoleList(p, lastof(buf));
    00190   AI::Uninitialize(true);
    00191
    00192   /* ShowInfo put output to stderr, but version information should go
    00193    * to stdout; this is the only exception */
    00194 #if !defined(WIN32) && !defined(WIN64)
    00195   printf("%s\n", buf);
    00196 #else
    00197   ShowInfo(buf);
    00198 #endif
    00199 }
    00200
    00201
    00202 struct MyGetOptData {
    00203   char *opt;
    00204   int numleft;
    00205   char **argv;
    00206   const char *options;
    00207   const char *cont;
    00208
    00209   MyGetOptData(int argc, char **argv, const char *options)
    00210   {
    00211     opt = NULL;
    00212     numleft = argc;
    00213     this->argv = argv;
    00214     this->options = options;
    00215     cont = NULL;
    00216   }
    00217 };
    00218
    00219 static int MyGetOpt(MyGetOptData *md)
    00220 {
    00221   const char *s, *r, *t;
    00222
    00223   s = md->cont;
    00224   if (s != NULL)
    00225     goto md_continue_here;
    00226
    00227   for (;;) {
    00228     if (--md->numleft < 0) return -1;
    00229
    00230     s = *md->argv++;
    00231     if (*s == '-') {
    00232 md_continue_here:;
    00233       s++;
    00234       if (*s != 0) {
    00235         /* Found argument, try to locate it in options. */
    00236         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
    00237           /* ERROR! */
    00238           return -2;
    00239         }
    00240         if (r[1] == ':') {
    00241           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
    00242           if (!*(t = s + 1)) {
    00243             /* It comes as a separate arg. Check if out of args? */
    00244             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
    00245               /* Check if item is optional? */
    00246               if (r[2] != ':')
    00247                 return -2;
    00248               md->numleft++;
    00249               t = NULL;
    00250             } else {
    00251               md->argv++;
    00252             }
    00253           }
    00254           md->opt = (char*)t;
    00255           md->cont = NULL;
    00256           return *s;
    00257         }
    00258         md->opt = NULL;
    00259         md->cont = s;
    00260         return *s;
    00261       }
    00262     } else {
    00263       /* This is currently not supported. */
    00264       return -2;
    00265     }
    00266   }
    00267 }
    00268
    00275 static void ParseResolution(Dimension *res, const char *s)
    00276 {
    00277   const char *t = strchr(s, 'x');
    00278   if (t == NULL) {
    00279     ShowInfoF("Invalid resolution '%s'", s);
    00280     return;
    00281   }
    00282
    00283   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00284   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00285 }
    00286
    00287 static void InitializeDynamicVariables()
    00288 {
    00289   /* Dynamic stuff needs to be initialized somewhere... */
    00290   _engine_mngr.ResetToDefaultMapping();
    00291   _house_mngr.ResetMapping();
    00292   _industry_mngr.ResetMapping();
    00293   _industile_mngr.ResetMapping();
    00294   _Company_pool.AddBlockToPool();
    00295 }
    00296
    00297
    00301 static void ShutdownGame()
    00302 {
    00303   IConsoleFree();
    00304
    00305   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00306
    00307   DriverFactoryBase::ShutdownDrivers();
    00308
    00309   UnInitWindowSystem();
    00310
    00311   /* stop the AI */
    00312   AI::Uninitialize(false);
    00313
    00314   /* Uninitialize airport state machines */
    00315   UnInitializeAirports();
    00316
    00317   /* Uninitialize variables that are allocated dynamically */
    00318   GamelogReset();
    00319   _Town_pool.CleanPool();
    00320   _Industry_pool.CleanPool();
    00321   _Station_pool.CleanPool();
    00322   _Vehicle_pool.CleanPool();
    00323   _Sign_pool.CleanPool();
    00324   _Order_pool.CleanPool();
    00325   _Group_pool.CleanPool();
    00326   _CargoPacket_pool.CleanPool();
    00327   _Engine_pool.CleanPool();
    00328   _Company_pool.CleanPool();
    00329
    00330   free(_config_file);
    00331
    00332   /* Close all and any open filehandles */
    00333   FioCloseAll();
    00334 }
    00335
    00336 static void LoadIntroGame()
    00337 {
    00338   _game_mode = GM_MENU;
    00339
    00340   ResetGRFConfig(false);
    00341
    00342   /* Setup main window */
    00343   ResetWindowSystem();
    00344   SetupColoursAndInitialWindow();
    00345
    00346   /* Load the default opening screen savegame */
    00347   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00348     GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
    00349     WaitTillGeneratedWorld();
    00350     SetLocalCompany(COMPANY_SPECTATOR);
    00351   } else {
    00352     SetLocalCompany(COMPANY_FIRST);
    00353   }
    00354
    00355   _pause_game = 0;
    00356   _cursor.fix_at = false;
    00357
    00358   CheckForMissingGlyphsInLoadedLanguagePack();
    00359
    00360   /* Play main theme */
    00361   if (_music_driver->IsSongPlaying()) ResetMusic();
    00362 }
    00363
    00364 void MakeNewgameSettingsLive()
    00365 {
    00366   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00367     if (_settings_game.ai_config[c] != NULL) {
    00368       delete _settings_game.ai_config[c];
    00369     }
    00370   }
    00371
    00372   _settings_game = _settings_newgame;
    00373
    00374   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00375     _settings_game.ai_config[c] = NULL;
    00376     if (_settings_newgame.ai_config[c] != NULL) {
    00377       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00378     }
    00379   }
    00380 }
    00381
    00382 byte _savegame_sort_order;
    00383 #if defined(UNIX) && !defined(__MORPHOS__)
    00384 extern void DedicatedFork();
    00385 #endif
    00386
    00387 int ttd_main(int argc, char *argv[])
    00388 {
    00389   int i;
    00390   const char *optformat;
    00391   char *musicdriver = NULL;
    00392   char *sounddriver = NULL;
    00393   char *videodriver = NULL;
    00394   char *blitter = NULL;
    00395   char *graphics_set = NULL;
    00396   Dimension resolution = {0, 0};
    00397   Year startyear = INVALID_YEAR;
    00398   uint generation_seed = GENERATE_NEW_SEED;
    00399   bool save_config = true;
    00400 #if defined(ENABLE_NETWORK)
    00401   bool dedicated = false;
    00402   bool network   = false;
    00403   char *network_conn = NULL;
    00404   char *debuglog_conn = NULL;
    00405   char *dedicated_host = NULL;
    00406   uint16 dedicated_port = 0;
    00407 #endif /* ENABLE_NETWORK */
    00408
    00409   _game_mode = GM_MENU;
    00410   _switch_mode = SM_MENU;
    00411   _switch_mode_errorstr = INVALID_STRING_ID;
    00412   _dedicated_forks = false;
    00413   _config_file = NULL;
    00414
    00415   /* The last param of the following function means this:
    00416    *   a letter means: it accepts that param (e.g.: -h)
    00417    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
    00418    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
    00419   optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:"
    00420 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00421     "f"
    00422 #endif
    00423   ;
    00424
    00425   MyGetOptData mgo(argc - 1, argv + 1, optformat);
    00426
    00427   while ((i = MyGetOpt(&mgo)) != -1) {
    00428     switch (i) {
    00429     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00430     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00431     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00432     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00433     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00434 #if defined(ENABLE_NETWORK)
    00435     case 'D':
    00436       free(musicdriver);
    00437       free(sounddriver);
    00438       free(videodriver);
    00439       free(blitter);
    00440       musicdriver = strdup("null");
    00441       sounddriver = strdup("null");
    00442       videodriver = strdup("dedicated");
    00443       blitter = strdup("null");
    00444       dedicated = true;
    00445       SetDebugString("net=6");
    00446       if (mgo.opt != NULL) {
    00447         /* Use the existing method for parsing (openttd -n).
    00448          * However, we do ignore the #company part. */
    00449         const char *temp = NULL;
    00450         const char *port = NULL;
    00451         ParseConnectionString(&temp, &port, mgo.opt);
    00452         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00453         if (port != NULL) dedicated_port = atoi(port);
    00454       }
    00455       break;
    00456     case 'f': _dedicated_forks = true; break;
    00457     case 'n':
    00458       network = true;
    00459       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00460       break;
    00461     case 'l':
    00462       debuglog_conn = mgo.opt;
    00463       break;
    00464 #endif /* ENABLE_NETWORK */
    00465     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00466     case 't': startyear = atoi(mgo.opt); break;
    00467     case 'd': {
    00468 #if defined(WIN32)
    00469         CreateConsole();
    00470 #endif
    00471         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00472       } break;
    00473     case 'e': _switch_mode = SM_EDITOR; break;
    00474     case 'i':
    00475       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00476       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00477         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00478         if (_use_palette <= MAX_PAL) break;
    00479       }
    00480       usererror("Valid value for '-i' is 0, 1 or 2");
    00481     case 'g':
    00482       if (mgo.opt != NULL) {
    00483         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00484         _switch_mode = SM_LOAD;
    00485         _file_to_saveload.mode = SL_LOAD;
    00486
    00487         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00488         const char *t = strrchr(_file_to_saveload.name, '.');
    00489         if (t != NULL) {
    00490           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00491           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00492         }
    00493
    00494         break;
    00495       }
    00496
    00497       _switch_mode = SM_NEWGAME;
    00498       /* Give a random map if no seed has been given */
    00499       if (generation_seed == GENERATE_NEW_SEED) {
    00500         generation_seed = InteractiveRandom();
    00501       }
    00502       break;
    00503     case 'G': generation_seed = atoi(mgo.opt); break;
    00504     case 'c': _config_file = strdup(mgo.opt); break;
    00505     case 'x': save_config = false; break;
    00506     case -2:
    00507     case 'h':
    00508       /* The next two functions are needed to list the graphics sets.
    00509        * We can't do them earlier because then we can't show it on
    00510        * the debug console as that hasn't been configured yet. */
    00511       DeterminePaths(argv[0]);
    00512       FindGraphicsSets();
    00513       ShowHelp();
    00514       return 0;
    00515     }
    00516   }
    00517
    00518 #if defined(WINCE) && defined(_DEBUG)
    00519   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00520   SetDebugString("4");
    00521 #endif
    00522
    00523   DeterminePaths(argv[0]);
    00524   FindGraphicsSets();
    00525
    00526 #if defined(UNIX) && !defined(__MORPHOS__)
    00527   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00528   if (_dedicated_forks)
    00529     DedicatedFork();
    00530 #endif
    00531
    00532   AI::Initialize();
    00533   LoadFromConfig();
    00534   AI::Uninitialize(true);
    00535   CheckConfig();
    00536   LoadFromHighScore();
    00537
    00538   if (resolution.width != 0) { _cur_resolution = resolution; }
    00539   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00540   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00541
    00542   /* The width and height must be at least 1 pixel, this
    00543    * way all internal drawing routines work correctly. */
    00544   if (_cur_resolution.width  <= 0) _cur_resolution.width  = 1;
    00545   if (_cur_resolution.height <= 0) _cur_resolution.height = 1;
    00546
    00547 #if defined(ENABLE_NETWORK)
    00548   if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host);
    00549   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00550   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00551 #endif /* ENABLE_NETWORK */
    00552
    00553   /* enumerate language files */
    00554   InitializeLanguagePacks();
    00555
    00556   /* initialize screenshot formats */
    00557   InitializeScreenshotFormats();
    00558
    00559   /* initialize airport state machines */
    00560   InitializeAirports();
    00561
    00562   /* initialize all variables that are allocated dynamically */
    00563   InitializeDynamicVariables();
    00564
    00565   /* Sample catalogue */
    00566   DEBUG(misc, 1, "Loading sound effects...");
    00567   MxInitialize(11025);
    00568   SoundInitialize("sample.cat");
    00569
    00570   /* Initialize FreeType */
    00571   InitFreeType();
    00572
    00573   /* This must be done early, since functions use the InvalidateWindow* calls */
    00574   InitWindowSystem();
    00575
    00576   if (graphics_set == NULL) graphics_set = _ini_graphics_set;
    00577   if (!SetGraphicsSet(graphics_set)) {
    00578     StrEmpty(graphics_set) ?
    00579       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD.") :
    00580       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00581   }
    00582
    00583   /* Initialize game palette */
    00584   GfxInitPalettes();
    00585
    00586   DEBUG(misc, 1, "Loading blitter...");
    00587   if (blitter == NULL) blitter = _ini_blitter;
    00588   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
    00589     StrEmpty(blitter) ?
    00590       usererror("Failed to autoprobe blitter") :
    00591       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00592
    00593   DEBUG(driver, 1, "Loading drivers...");
    00594
    00595   if (sounddriver == NULL) sounddriver = _ini_sounddriver;
    00596   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00597   if (_sound_driver == NULL) {
    00598     StrEmpty(sounddriver) ?
    00599       usererror("Failed to autoprobe sound driver") :
    00600       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00601   }
    00602
    00603   if (musicdriver == NULL) musicdriver = _ini_musicdriver;
    00604   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00605   if (_music_driver == NULL) {
    00606     StrEmpty(musicdriver) ?
    00607       usererror("Failed to autoprobe music driver") :
    00608       usererror("Failed to select requested music driver '%s'", musicdriver);
    00609   }
    00610
    00611   if (videodriver == NULL) videodriver = _ini_videodriver;
    00612   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00613   if (_video_driver == NULL) {
    00614     StrEmpty(videodriver) ?
    00615       usererror("Failed to autoprobe video driver") :
    00616       usererror("Failed to select requested video driver '%s'", videodriver);
    00617   }
    00618
    00619   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
    00620   /* Initialize the zoom level of the screen to normal */
    00621   _screen.zoom = ZOOM_LVL_NORMAL;
    00622
    00623   /* restore saved music volume */
    00624   _music_driver->SetVolume(msf.music_vol);
    00625
    00626   NetworkStartUp(); // initialize network-core
    00627
    00628 #if defined(ENABLE_NETWORK)
    00629   if (debuglog_conn != NULL && _network_available) {
    00630     const char *not_used = NULL;
    00631     const char *port = NULL;
    00632     uint16 rport;
    00633
    00634     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00635
    00636     ParseConnectionString(&not_used, &port, debuglog_conn);
    00637     if (port != NULL) rport = atoi(port);
    00638
    00639     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00640   }
    00641 #endif /* ENABLE_NETWORK */
    00642
    00643   ScanNewGRFFiles();
    00644
    00645   ResetGRFConfig(false);
    00646
    00647   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00648   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00649
    00650   /* initialize the ingame console */
    00651   IConsoleInit();
    00652   _cursor.in_window = true;
    00653   InitializeGUI();
    00654   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00655
    00656   /* Take our initial lock on whatever we might want to do! */
    00657   _genworld_paint_mutex->BeginCritical();
    00658   _genworld_mapgen_mutex->BeginCritical();
    00659
    00660   GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
    00661   WaitTillGeneratedWorld();
    00662
    00663   CheckForMissingGlyphsInLoadedLanguagePack();
    00664
    00665 #ifdef ENABLE_NETWORK
    00666   if (network && _network_available) {
    00667     if (network_conn != NULL) {
    00668       const char *port = NULL;
    00669       const char *company = NULL;
    00670       uint16 rport;
    00671
    00672       rport = NETWORK_DEFAULT_PORT;
    00673       _network_playas = COMPANY_NEW_COMPANY;
    00674
    00675       ParseConnectionString(&company, &port, network_conn);
    00676
    00677       if (company != NULL) {
    00678         _network_playas = (CompanyID)atoi(company);
    00679
    00680         if (_network_playas != COMPANY_SPECTATOR) {
    00681           _network_playas--;
    00682           if (_network_playas >= MAX_COMPANIES) return false;
    00683         }
    00684       }
    00685       if (port != NULL) rport = atoi(port);
    00686
    00687       LoadIntroGame();
    00688       _switch_mode = SM_NONE;
    00689       NetworkClientConnectGame(NetworkAddress(network_conn, rport));
    00690     }
    00691   }
    00692 #endif /* ENABLE_NETWORK */
    00693
    00694   _video_driver->MainLoop();
    00695
    00696   WaitTillSaved();
    00697
    00698   /* only save config if we have to */
    00699   if (save_config) {
    00700     SaveToConfig();
    00701     SaveToHighScore();
    00702   }
    00703
    00704   /* Reset windowing system, stop drivers, free used memory, ... */
    00705   ShutdownGame();
    00706
    00707   return 0;
    00708 }
    00709
    00710 void HandleExitGameRequest()
    00711 {
    00712   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00713     _exit_game = true;
    00714   } else if (_settings_client.gui.autosave_on_exit) {
    00715     DoExitSave();
    00716     _exit_game = true;
    00717   } else {
    00718     AskExitGame();
    00719   }
    00720 }
    00721
    00722 static void ShowScreenshotResult(bool b)
    00723 {
    00724   if (b) {
    00725     extern char _screenshot_name[];
    00726     SetDParamStr(0, _screenshot_name);
    00727     ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
    00728   } else {
    00729     ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
    00730   }
    00731
    00732 }
    00733
    00734 static void MakeNewGameDone()
    00735 {
    00736   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00737
    00738   /* In a dedicated server, the server does not play */
    00739   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00740     SetLocalCompany(COMPANY_SPECTATOR);
    00741     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00742     return;
    00743   }
    00744
    00745   /* Create a single company */
    00746   DoStartupNewCompany(false);
    00747
    00748   Company *c = GetCompany(COMPANY_FIRST);
    00749   c->engine_renew = _settings_client.gui.autorenew;
    00750   c->engine_renew_months = _settings_client.gui.autorenew_months;
    00751   c->engine_renew_money = _settings_client.gui.autorenew_money;
    00752
    00753   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00754
    00755   SetLocalCompany(COMPANY_FIRST);
    00756   _current_company = _local_company;
    00757   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
    00758
    00759   InitializeRailGUI();
    00760
    00761 #ifdef ENABLE_NETWORK
    00762   /* We are the server, we start a new company (not dedicated),
    00763    * so set the default password *if* needed. */
    00764   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00765     char *password = _settings_client.network.default_company_pass;
    00766     NetworkChangeCompanyPassword(1, &password);
    00767   }
    00768 #endif /* ENABLE_NETWORK */
    00769
    00770   MarkWholeScreenDirty();
    00771 }
    00772
    00773 static void MakeNewGame(bool from_heightmap)
    00774 {
    00775   _game_mode = GM_NORMAL;
    00776
    00777   ResetGRFConfig(true);
    00778   _engine_mngr.ResetToDefaultMapping();
    00779   _house_mngr.ResetMapping();
    00780   _industile_mngr.ResetMapping();
    00781   _industry_mngr.ResetMapping();
    00782
    00783   GenerateWorldSetCallback(&MakeNewGameDone);
    00784   GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00785 }
    00786
    00787 static void MakeNewEditorWorldDone()
    00788 {
    00789   SetLocalCompany(OWNER_NONE);
    00790 }
    00791
    00792 static void MakeNewEditorWorld()
    00793 {
    00794   _game_mode = GM_EDITOR;
    00795
    00796   ResetGRFConfig(true);
    00797
    00798   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00799   GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00800 }
    00801
    00802 void StartupCompanies();
    00803 void StartupDisasters();
    00804 extern void StartupEconomy();
    00805
    00811 static void StartScenario()
    00812 {
    00813   _game_mode = GM_NORMAL;
    00814
    00815   /* invalid type */
    00816   if (_file_to_saveload.mode == SL_INVALID) {
    00817     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
    00818     SetDParamStr(0, GetSaveLoadErrorString());
    00819     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00820     _game_mode = GM_MENU;
    00821     return;
    00822   }
    00823
    00824   /* Reinitialize windows */
    00825   ResetWindowSystem();
    00826
    00827   SetupColoursAndInitialWindow();
    00828
    00829   ResetGRFConfig(true);
    00830
    00831   /* Load game */
    00832   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
    00833     LoadIntroGame();
    00834     SetDParamStr(0, GetSaveLoadErrorString());
    00835     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00836   }
    00837
    00838   _settings_game.difficulty = _settings_newgame.difficulty;
    00839
    00840   /* Inititalize data */
    00841   StartupEconomy();
    00842   StartupCompanies();
    00843   StartupEngines();
    00844   StartupDisasters();
    00845
    00846   SetLocalCompany(COMPANY_FIRST);
    00847   _current_company = _local_company;
    00848   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
    00849
    00850   MarkWholeScreenDirty();
    00851 }
    00852
    00861 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
    00862 {
    00863   GameMode ogm = _game_mode;
    00864
    00865   _game_mode = newgm;
    00866   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
    00867   switch (SaveOrLoad(filename, mode, subdir)) {
    00868     case SL_OK: return true;
    00869
    00870     case SL_REINIT:
    00871       switch (ogm) {
    00872         default:
    00873         case GM_MENU:   LoadIntroGame();      break;
    00874         case GM_EDITOR: MakeNewEditorWorld(); break;
    00875       }
    00876       return false;
    00877
    00878     default:
    00879       _game_mode = ogm;
    00880       return false;
    00881   }
    00882 }
    00883
    00884 void SwitchToMode(SwitchMode new_mode)
    00885 {
    00886 #ifdef ENABLE_NETWORK
    00887   /* If we are saving something, the network stays in his current state */
    00888   if (new_mode != SM_SAVE) {
    00889     /* If the network is active, make it not-active */
    00890     if (_networking) {
    00891       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
    00892         NetworkReboot();
    00893       } else {
    00894         NetworkDisconnect();
    00895       }
    00896     }
    00897
    00898     /* If we are a server, we restart the server */
    00899     if (_is_network_server) {
    00900       /* But not if we are going to the menu */
    00901       if (new_mode != SM_MENU) {
    00902         /* check if we should reload the config */
    00903         if (_settings_client.network.reload_cfg) {
    00904           LoadFromConfig();
    00905           MakeNewgameSettingsLive();
    00906           ResetGRFConfig(false);
    00907         }
    00908         NetworkServerStart();
    00909       } else {
    00910         /* This client no longer wants to be a network-server */
    00911         _is_network_server = false;
    00912       }
    00913     }
    00914   }
    00915 #endif /* ENABLE_NETWORK */
    00916   /* Make sure all AI controllers are gone at quiting game */
    00917   if (new_mode != SM_SAVE) AI::KillAll();
    00918
    00919   switch (new_mode) {
    00920     case SM_EDITOR: // Switch to scenario editor
    00921       MakeNewEditorWorld();
    00922       break;
    00923
    00924     case SM_NEWGAME: // New Game --> 'Random game'
    00925 #ifdef ENABLE_NETWORK
    00926       if (_network_server) {
    00927         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00928       }
    00929 #endif /* ENABLE_NETWORK */
    00930       MakeNewGame(false);
    00931       break;
    00932
    00933     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
    00934 #ifdef ENABLE_NETWORK
    00935       if (_network_server) {
    00936         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
    00937       }
    00938 #endif /* ENABLE_NETWORK */
    00939       StartScenario();
    00940       break;
    00941
    00942     case SM_LOAD: { // Load game, Play Scenario
    00943       ResetGRFConfig(true);
    00944       ResetWindowSystem();
    00945
    00946       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    00947         LoadIntroGame();
    00948         SetDParamStr(0, GetSaveLoadErrorString());
    00949         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00950       } else {
    00951         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    00952           StartupEngines();
    00953         }
    00954         /* Update the local company for a loaded game. It is either always
    00955          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    00956         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    00957         /* Execute the game-start script */
    00958         IConsoleCmdExec("exec scripts/game_start.scr 0");
    00959         /* Decrease pause counter (was increased from opening load dialog) */
    00960         DoCommandP(0, 0, 0, CMD_PAUSE);
    00961 #ifdef ENABLE_NETWORK
    00962         if (_network_server) {
    00963           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    00964         }
    00965 #endif /* ENABLE_NETWORK */
    00966       }
    00967       break;
    00968     }
    00969
    00970     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    00971 #ifdef ENABLE_NETWORK
    00972       if (_network_server) {
    00973         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    00974       }
    00975 #endif /* ENABLE_NETWORK */
    00976       MakeNewGame(true);
    00977       break;
    00978
    00979     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    00980       SetLocalCompany(OWNER_NONE);
    00981
    00982       GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00983       MarkWholeScreenDirty();
    00984       break;
    00985
    00986     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    00987       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    00988         SetLocalCompany(OWNER_NONE);
    00989         _settings_newgame.game_creation.starting_year = _cur_year;
    00990       } else {
    00991         SetDParamStr(0, GetSaveLoadErrorString());
    00992         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00993       }
    00994       break;
    00995     }
    00996
    00997     case SM_MENU: // Switch to game intro menu
    00998       LoadIntroGame();
    00999       break;
    01000
    01001     case SM_SAVE: // Save game
    01002       /* Make network saved games on pause compatible to singleplayer */
    01003       if (_networking && _pause_game == 1) _pause_game = 2;
    01004       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01005         SetDParamStr(0, GetSaveLoadErrorString());
    01006         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    01007       } else {
    01008         DeleteWindowById(WC_SAVELOAD, 0);
    01009       }
    01010       if (_networking && _pause_game == 2) _pause_game = 1;
    01011       break;
    01012
    01013     case SM_GENRANDLAND: // Generate random land within scenario editor
    01014       SetLocalCompany(OWNER_NONE);
    01015       GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01016       /* XXX: set date */
    01017       MarkWholeScreenDirty();
    01018       break;
    01019
    01020     default: NOT_REACHED();
    01021   }
    01022
    01023   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01024     ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
    01025   }
    01026 }
    01027
    01028
    01034 void StateGameLoop()
    01035 {
    01036   /* dont execute the state loop during pause */
    01037   if (_pause_game) {
    01038     CallWindowTickEvent();
    01039     return;
    01040   }
    01041   if (IsGeneratingWorld()) return;
    01042
    01043   ClearStorageChanges(false);
    01044
    01045   if (_game_mode == GM_EDITOR) {
    01046     RunTileLoop();
    01047     CallVehicleTicks();
    01048     CallLandscapeTick();
    01049     ClearStorageChanges(true);
    01050
    01051     CallWindowTickEvent();
    01052     NewsLoop();
    01053   } else {
    01054     if (_debug_desync_level > 1) {
    01055       Vehicle *v;
    01056       FOR_ALL_VEHICLES(v) {
    01057         if (v != v->First()) continue;
    01058
    01059         switch (v->type) {
    01060           case VEH_ROAD: {
    01061             extern byte GetRoadVehLength(const Vehicle *v);
    01062             if (GetRoadVehLength(v) != v->u.road.cached_veh_length) {
    01063               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01064             }
    01065           } break;
    01066
    01067           case VEH_TRAIN: {
    01068             uint length = 0;
    01069             for (Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01070
    01071             VehicleRail *wagons = MallocT<VehicleRail>(length);
    01072             length = 0;
    01073             for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
    01074
    01075             TrainConsistChanged(v, true);
    01076
    01077             length = 0;
    01078             for (Vehicle *u = v; u != NULL; u = u->Next()) {
    01079               if (memcmp(&wagons[length], &u->u.rail, sizeof(VehicleRail)) != 0) {
    01080                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
    01081               }
    01082               length++;
    01083             }
    01084
    01085             free(wagons);
    01086           } break;
    01087
    01088           case VEH_AIRCRAFT: {
    01089             uint speed = v->u.air.cached_max_speed;
    01090             UpdateAircraftCache(v);
    01091             if (speed != v->u.air.cached_max_speed) {
    01092               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01093             }
    01094           } break;
    01095
    01096           default:
    01097             break;
    01098         }
    01099       }
    01100     }
    01101
    01102     /* All these actions has to be done from OWNER_NONE
    01103      *  for multiplayer compatibility */
    01104     CompanyID old_company = _current_company;
    01105     _current_company = OWNER_NONE;
    01106
    01107     AnimateAnimatedTiles();
    01108     IncreaseDate();
    01109     RunTileLoop();
    01110     CallVehicleTicks();
    01111     CallLandscapeTick();
    01112     ClearStorageChanges(true);
    01113
    01114     AI::GameLoop();
    01115
    01116     CallWindowTickEvent();
    01117     NewsLoop();
    01118     _current_company = old_company;
    01119   }
    01120 }
    01121
    01124 static void DoAutosave()
    01125 {
    01126   char buf[MAX_PATH];
    01127
    01128 #if defined(PSP)
    01129   /* Autosaving in networking is too time expensive for the PSP */
    01130   if (_networking) return;
    01131 #endif /* PSP */
    01132
    01133   if (_settings_client.gui.keep_all_autosave) {
    01134     GenerateDefaultSaveName(buf, lastof(buf));
    01135     strecat(buf, ".sav", lastof(buf));
    01136   } else {
    01137     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01138     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01139
    01140     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01141   }
    01142
    01143   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01144   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01145     ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
    01146   }
    01147 }
    01148
    01149 void GameLoop()
    01150 {
    01151   ProcessAsyncSaveFinish();
    01152
    01153   /* autosave game? */
    01154   if (_do_autosave) {
    01155     _do_autosave = false;
    01156     DoAutosave();
    01157     RedrawAutosave();
    01158   }
    01159
    01160   /* make a screenshot? */
    01161   if (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());
    01162
    01163   /* switch game mode? */
    01164   if (_switch_mode != SM_NONE) {
    01165     SwitchToMode(_switch_mode);
    01166     _switch_mode = SM_NONE;
    01167   }
    01168
    01169   IncreaseSpriteLRU();
    01170   InteractiveRandom();
    01171
    01172   extern int _caret_timer;
    01173   _caret_timer += 3;
    01174   _palette_animation_counter += 8;
    01175   CursorTick();
    01176
    01177 #ifdef ENABLE_NETWORK
    01178   /* Check for UDP stuff */
    01179   if (_network_available) NetworkUDPGameLoop();
    01180
    01181   if (_networking && !IsGeneratingWorld()) {
    01182     /* Multiplayer */
    01183     NetworkGameLoop();
    01184   } else {
    01185     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01186       /* This means that we want to reconnect to the last host
    01187        * We do this here, because it means that the network is really closed */
    01188       _network_playas = COMPANY_SPECTATOR;
    01189       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
    01190     }
    01191     /* Singleplayer */
    01192     StateGameLoop();
    01193   }
    01194 #else
    01195   StateGameLoop();
    01196 #endif /* ENABLE_NETWORK */
    01197
    01198   if (!_pause_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01199
    01200   if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
    01201
    01202   InputLoop();
    01203
    01204   _sound_driver->MainLoop();
    01205   MusicLoop();
    01206 }