# openttd.cpp

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    00001 /* $Id: openttd.cpp 17302 2009-08-28 17:17:08Z 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 "sound_func.h"
    00022 #include "window_func.h"
    00023
    00024 #include "saveload/saveload.h"
    00025 #include "landscape.h"
    00026 #include "company_func.h"
    00027 #include "command_func.h"
    00028 #include "news_func.h"
    00029 #include "fileio_func.h"
    00030 #include "fios.h"
    00031 #include "aircraft.h"
    00032 #include "console_func.h"
    00033 #include "screenshot.h"
    00034 #include "network/network.h"
    00035 #include "network/network_func.h"
    00036 #include "signs_base.h"
    00037 #include "ai/ai.hpp"
    00038 #include "ai/ai_config.hpp"
    00039 #include "settings_func.h"
    00040 #include "genworld.h"
    00041 #include "group.h"
    00042 #include "strings_func.h"
    00043 #include "date_func.h"
    00044 #include "vehicle_func.h"
    00045 #include "gamelog.h"
    00046 #include "cheat_type.h"
    00047 #include "animated_tile_func.h"
    00048 #include "functions.h"
    00049 #include "elrail_func.h"
    00050 #include "rev.h"
    00051 #include "highscore.h"
    00052 #include "thread.h"
    00053
    00054 #include "newgrf_commons.h"
    00055
    00056 #include "town.h"
    00057 #include "industry.h"
    00058
    00059 #include <stdarg.h>
    00060
    00061 #include "table/strings.h"
    00062
    00063 StringID _switch_mode_errorstr;
    00064
    00065 void CallLandscapeTick();
    00066 void IncreaseDate();
    00067 void DoPaletteAnimations();
    00068 void MusicLoop();
    00069 void ResetMusic();
    00070 void ProcessAsyncSaveFinish();
    00071 void CallWindowTickEvent();
    00072
    00073 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00074 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00075 extern void ShowOSErrorBox(const char *buf, bool system);
    00076 extern void InitializeRailGUI();
    00077
    00083 void CDECL usererror(const char *s, ...)
    00084 {
    00085   va_list va;
    00086   char buf[512];
    00087
    00088   va_start(va, s);
    00089   vsnprintf(buf, lengthof(buf), s, va);
    00090   va_end(va);
    00091
    00092   ShowOSErrorBox(buf, false);
    00093   if (_video_driver != NULL) _video_driver->Stop();
    00094
    00095   exit(1);
    00096 }
    00097
    00103 void CDECL error(const char *s, ...)
    00104 {
    00105   va_list va;
    00106   char buf[512];
    00107
    00108   va_start(va, s);
    00109   vsnprintf(buf, lengthof(buf), s, va);
    00110   va_end(va);
    00111
    00112   ShowOSErrorBox(buf, true);
    00113   if (_video_driver != NULL) _video_driver->Stop();
    00114
    00115   assert(0);
    00116   exit(1);
    00117 }
    00118
    00123 void CDECL ShowInfoF(const char *str, ...)
    00124 {
    00125   va_list va;
    00126   char buf[1024];
    00127   va_start(va, str);
    00128   vsnprintf(buf, lengthof(buf), str, va);
    00129   va_end(va);
    00130   ShowInfo(buf);
    00131 }
    00132
    00136 static void ShowHelp()
    00137 {
    00138   char buf[8192];
    00139   char *p = buf;
    00140
    00141   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00142   p = strecpy(p,
    00143     "\n"
    00144     "\n"
    00145     "Command line options:\n"
    00146     "  -v drv              = Set video driver (see below)\n"
    00147     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00148     "  -m drv              = Set music driver (see below)\n"
    00149     "  -b drv              = Set the blitter to use (see below)\n"
    00150     "  -a ai               = Force use of specific AI (see below)\n"
    00151     "  -r res              = Set resolution (for instance 800x600)\n"
    00152     "  -h                  = Display this help text\n"
    00153     "  -t year             = Set starting year\n"
    00154     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00155     "  -e                  = Start Editor\n"
    00156     "  -g [savegame]       = Start new/save game immediately\n"
    00157     "  -G seed             = Set random seed\n"
    00158 #if defined(ENABLE_NETWORK)
    00159     "  -n [ip:port#company]= Start networkgame\n"
    00160     "  -D [ip][:port]      = Start dedicated server\n"
    00161     "  -l ip[:port]        = Redirect DEBUG()\n"
    00162 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00163     "  -f                  = Fork into the background (dedicated only)\n"
    00164 #endif
    00165 #endif /* ENABLE_NETWORK */
    00166     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
    00167     "                          (defines default setting when adding newgrfs)\n"
    00168     "                        Default value (2) lets OpenTTD use the palette\n"
    00169     "                          specified in graphics set file (see below)\n"
    00170     "  -I graphics_set     = Force the graphics set (see below)\n"
    00171     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00172     "  -x                  = Do not automatically save to config file on exit\n"
    00173     "\n",
    00174     lastof(buf)
    00175   );
    00176
    00177   /* List the graphics packs */
    00178   p = GetGraphicsSetsList(p, lastof(buf));
    00179
    00180   /* List the drivers */
    00181   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00182
    00183   /* List the blitters */
    00184   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00185
    00186   /* We need to initialize the AI, so it finds the AIs */
    00187   AI::Initialize();
    00188   p = AI::GetConsoleList(p, lastof(buf));
    00189   AI::Uninitialize(true);
    00190
    00191   /* ShowInfo put output to stderr, but version information should go
    00192    * to stdout; this is the only exception */
    00193 #if !defined(WIN32) && !defined(WIN64)
    00194   printf("%s\n", buf);
    00195 #else
    00196   ShowInfo(buf);
    00197 #endif
    00198 }
    00199
    00200
    00201 struct MyGetOptData {
    00202   char *opt;
    00203   int numleft;
    00204   char **argv;
    00205   const char *options;
    00206   const char *cont;
    00207
    00208   MyGetOptData(int argc, char **argv, const char *options)
    00209   {
    00210     opt = NULL;
    00211     numleft = argc;
    00212     this->argv = argv;
    00213     this->options = options;
    00214     cont = NULL;
    00215   }
    00216 };
    00217
    00218 static int MyGetOpt(MyGetOptData *md)
    00219 {
    00220   const char *s, *r, *t;
    00221
    00222   s = md->cont;
    00223   if (s != NULL)
    00224     goto md_continue_here;
    00225
    00226   for (;;) {
    00227     if (--md->numleft < 0) return -1;
    00228
    00229     s = *md->argv++;
    00230     if (*s == '-') {
    00231 md_continue_here:;
    00232       s++;
    00233       if (*s != 0) {
    00234         /* Found argument, try to locate it in options. */
    00235         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
    00236           /* ERROR! */
    00237           return -2;
    00238         }
    00239         if (r[1] == ':') {
    00240           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
    00241           if (!*(t = s + 1)) {
    00242             /* It comes as a separate arg. Check if out of args? */
    00243             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
    00244               /* Check if item is optional? */
    00245               if (r[2] != ':')
    00246                 return -2;
    00247               md->numleft++;
    00248               t = NULL;
    00249             } else {
    00250               md->argv++;
    00251             }
    00252           }
    00253           md->opt = (char*)t;
    00254           md->cont = NULL;
    00255           return *s;
    00256         }
    00257         md->opt = NULL;
    00258         md->cont = s;
    00259         return *s;
    00260       }
    00261     } else {
    00262       /* This is currently not supported. */
    00263       return -2;
    00264     }
    00265   }
    00266 }
    00267
    00274 static void ParseResolution(Dimension *res, const char *s)
    00275 {
    00276   const char *t = strchr(s, 'x');
    00277   if (t == NULL) {
    00278     ShowInfoF("Invalid resolution '%s'", s);
    00279     return;
    00280   }
    00281
    00282   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00283   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00284 }
    00285
    00286 static void InitializeDynamicVariables()
    00287 {
    00288   /* Dynamic stuff needs to be initialized somewhere... */
    00289   _engine_mngr.ResetToDefaultMapping();
    00290   _house_mngr.ResetMapping();
    00291   _industry_mngr.ResetMapping();
    00292   _industile_mngr.ResetMapping();
    00293   _Company_pool.AddBlockToPool();
    00294 }
    00295
    00296
    00300 static void ShutdownGame()
    00301 {
    00302   IConsoleFree();
    00303
    00304   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00305
    00306   DriverFactoryBase::ShutdownDrivers();
    00307
    00308   UnInitWindowSystem();
    00309
    00310   /* stop the AI */
    00311   AI::Uninitialize(false);
    00312
    00313   /* Uninitialize airport state machines */
    00314   UnInitializeAirports();
    00315
    00316   /* Uninitialize variables that are allocated dynamically */
    00317   GamelogReset();
    00318   _Town_pool.CleanPool();
    00319   _Industry_pool.CleanPool();
    00320   _Station_pool.CleanPool();
    00321   _Vehicle_pool.CleanPool();
    00322   _Sign_pool.CleanPool();
    00323   _Order_pool.CleanPool();
    00324   _Group_pool.CleanPool();
    00325   _CargoPacket_pool.CleanPool();
    00326   _Engine_pool.CleanPool();
    00327   _Company_pool.CleanPool();
    00328
    00329   free(_config_file);
    00330
    00331   /* Close all and any open filehandles */
    00332   FioCloseAll();
    00333 }
    00334
    00335 static void LoadIntroGame()
    00336 {
    00337   _game_mode = GM_MENU;
    00338
    00339   ResetGRFConfig(false);
    00340
    00341   /* Setup main window */
    00342   ResetWindowSystem();
    00343   SetupColoursAndInitialWindow();
    00344
    00345   /* Load the default opening screen savegame */
    00346   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00347     GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
    00348     WaitTillGeneratedWorld();
    00349     SetLocalCompany(COMPANY_SPECTATOR);
    00350   } else {
    00351     SetLocalCompany(COMPANY_FIRST);
    00352   }
    00353
    00354   _pause_game = 0;
    00355   _cursor.fix_at = false;
    00356
    00357   CheckForMissingGlyphsInLoadedLanguagePack();
    00358
    00359   /* Play main theme */
    00360   if (_music_driver->IsSongPlaying()) ResetMusic();
    00361 }
    00362
    00363 void MakeNewgameSettingsLive()
    00364 {
    00365   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00366     if (_settings_game.ai_config[c] != NULL) {
    00367       delete _settings_game.ai_config[c];
    00368     }
    00369   }
    00370
    00371   _settings_game = _settings_newgame;
    00372
    00373   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00374     _settings_game.ai_config[c] = NULL;
    00375     if (_settings_newgame.ai_config[c] != NULL) {
    00376       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00377     }
    00378   }
    00379 }
    00380
    00381 byte _savegame_sort_order;
    00382 #if defined(UNIX) && !defined(__MORPHOS__)
    00383 extern void DedicatedFork();
    00384 #endif
    00385
    00386 int ttd_main(int argc, char *argv[])
    00387 {
    00388   int i;
    00389   const char *optformat;
    00390   char *musicdriver = NULL;
    00391   char *sounddriver = NULL;
    00392   char *videodriver = NULL;
    00393   char *blitter = NULL;
    00394   char *graphics_set = NULL;
    00395   Dimension resolution = {0, 0};
    00396   Year startyear = INVALID_YEAR;
    00397   uint generation_seed = GENERATE_NEW_SEED;
    00398   bool save_config = true;
    00399 #if defined(ENABLE_NETWORK)
    00400   bool dedicated = false;
    00401   bool network   = false;
    00402   char *network_conn = NULL;
    00403   char *debuglog_conn = NULL;
    00404   char *dedicated_host = NULL;
    00405   uint16 dedicated_port = 0;
    00406 #endif /* ENABLE_NETWORK */
    00407
    00408   _game_mode = GM_MENU;
    00409   _switch_mode = SM_MENU;
    00410   _switch_mode_errorstr = INVALID_STRING_ID;
    00411   _dedicated_forks = false;
    00412   _config_file = NULL;
    00413
    00414   /* The last param of the following function means this:
    00415    *   a letter means: it accepts that param (e.g.: -h)
    00416    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
    00417    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
    00418   optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:"
    00419 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00420     "f"
    00421 #endif
    00422   ;
    00423
    00424   MyGetOptData mgo(argc - 1, argv + 1, optformat);
    00425
    00426   while ((i = MyGetOpt(&mgo)) != -1) {
    00427     switch (i) {
    00428     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00429     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00430     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00431     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00432     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00433 #if defined(ENABLE_NETWORK)
    00434     case 'D':
    00435       free(musicdriver);
    00436       free(sounddriver);
    00437       free(videodriver);
    00438       free(blitter);
    00439       musicdriver = strdup("null");
    00440       sounddriver = strdup("null");
    00441       videodriver = strdup("dedicated");
    00442       blitter = strdup("null");
    00443       dedicated = true;
    00444       SetDebugString("net=6");
    00445       if (mgo.opt != NULL) {
    00446         /* Use the existing method for parsing (openttd -n).
    00447          * However, we do ignore the #company part. */
    00448         const char *temp = NULL;
    00449         const char *port = NULL;
    00450         ParseConnectionString(&temp, &port, mgo.opt);
    00451         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00452         if (port != NULL) dedicated_port = atoi(port);
    00453       }
    00454       break;
    00455     case 'f': _dedicated_forks = true; break;
    00456     case 'n':
    00457       network = true;
    00458       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00459       break;
    00460     case 'l':
    00461       debuglog_conn = mgo.opt;
    00462       break;
    00463 #endif /* ENABLE_NETWORK */
    00464     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00465     case 't': startyear = atoi(mgo.opt); break;
    00466     case 'd': {
    00467 #if defined(WIN32)
    00468         CreateConsole();
    00469 #endif
    00470         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00471       } break;
    00472     case 'e': _switch_mode = SM_EDITOR; break;
    00473     case 'i':
    00474       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00475       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00476         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00477         if (_use_palette <= MAX_PAL) break;
    00478       }
    00479       usererror("Valid value for '-i' is 0, 1 or 2");
    00480     case 'g':
    00481       if (mgo.opt != NULL) {
    00482         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00483         _switch_mode = SM_LOAD;
    00484         _file_to_saveload.mode = SL_LOAD;
    00485
    00486         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00487         const char *t = strrchr(_file_to_saveload.name, '.');
    00488         if (t != NULL) {
    00489           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00490           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00491         }
    00492
    00493         break;
    00494       }
    00495
    00496       _switch_mode = SM_NEWGAME;
    00497       /* Give a random map if no seed has been given */
    00498       if (generation_seed == GENERATE_NEW_SEED) {
    00499         generation_seed = InteractiveRandom();
    00500       }
    00501       break;
    00502     case 'G': generation_seed = atoi(mgo.opt); break;
    00503     case 'c': _config_file = strdup(mgo.opt); break;
    00504     case 'x': save_config = false; break;
    00505     case -2:
    00506     case 'h':
    00507       /* The next two functions are needed to list the graphics sets.
    00508        * We can't do them earlier because then we can't show it on
    00509        * the debug console as that hasn't been configured yet. */
    00510       DeterminePaths(argv[0]);
    00511       FindGraphicsSets();
    00512       ShowHelp();
    00513       return 0;
    00514     }
    00515   }
    00516
    00517 #if defined(WINCE) && defined(_DEBUG)
    00518   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00519   SetDebugString("4");
    00520 #endif
    00521
    00522   DeterminePaths(argv[0]);
    00523   FindGraphicsSets();
    00524
    00525 #if defined(UNIX) && !defined(__MORPHOS__)
    00526   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00527   if (_dedicated_forks)
    00528     DedicatedFork();
    00529 #endif
    00530
    00531   AI::Initialize();
    00532   LoadFromConfig();
    00533   AI::Uninitialize(true);
    00534   CheckConfig();
    00535   LoadFromHighScore();
    00536
    00537   if (resolution.width != 0) { _cur_resolution = resolution; }
    00538   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00539   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00540
    00541   /*
    00542    * The width and height must be at least 1 pixel and width times
    00543    * height must still fit within a 32 bits integer, this way all
    00544    * internal drawing routines work correctly.
    00545    */
    00546   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
    00547   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
    00548
    00549 #if defined(ENABLE_NETWORK)
    00550   if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host);
    00551   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00552   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00553 #endif /* ENABLE_NETWORK */
    00554
    00555   /* enumerate language files */
    00556   InitializeLanguagePacks();
    00557
    00558   /* initialize screenshot formats */
    00559   InitializeScreenshotFormats();
    00560
    00561   /* initialize airport state machines */
    00562   InitializeAirports();
    00563
    00564   /* initialize all variables that are allocated dynamically */
    00565   InitializeDynamicVariables();
    00566
    00567   /* Initialize FreeType */
    00568   InitFreeType();
    00569
    00570   /* This must be done early, since functions use the InvalidateWindow* calls */
    00571   InitWindowSystem();
    00572
    00573   if (graphics_set == NULL) graphics_set = _ini_graphics_set;
    00574   if (!SetGraphicsSet(graphics_set)) {
    00575     StrEmpty(graphics_set) ?
    00576       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD.") :
    00577       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00578   }
    00579
    00580   /* Sample catalogue */
    00581   DEBUG(misc, 1, "Loading sound effects...");
    00582   SoundInitialize("sample.cat");
    00583
    00584   /* Initialize game palette */
    00585   GfxInitPalettes();
    00586
    00587   DEBUG(misc, 1, "Loading blitter...");
    00588   if (blitter == NULL) blitter = _ini_blitter;
    00589   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
    00590     StrEmpty(blitter) ?
    00591       usererror("Failed to autoprobe blitter") :
    00592       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00593
    00594   DEBUG(driver, 1, "Loading drivers...");
    00595
    00596   if (sounddriver == NULL) sounddriver = _ini_sounddriver;
    00597   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00598   if (_sound_driver == NULL) {
    00599     StrEmpty(sounddriver) ?
    00600       usererror("Failed to autoprobe sound driver") :
    00601       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00602   }
    00603
    00604   if (musicdriver == NULL) musicdriver = _ini_musicdriver;
    00605   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00606   if (_music_driver == NULL) {
    00607     StrEmpty(musicdriver) ?
    00608       usererror("Failed to autoprobe music driver") :
    00609       usererror("Failed to select requested music driver '%s'", musicdriver);
    00610   }
    00611
    00612   if (videodriver == NULL) videodriver = _ini_videodriver;
    00613   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00614   if (_video_driver == NULL) {
    00615     StrEmpty(videodriver) ?
    00616       usererror("Failed to autoprobe video driver") :
    00617       usererror("Failed to select requested video driver '%s'", videodriver);
    00618   }
    00619
    00620   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
    00621   /* Initialize the zoom level of the screen to normal */
    00622   _screen.zoom = ZOOM_LVL_NORMAL;
    00623
    00624   /* restore saved music volume */
    00625   _music_driver->SetVolume(msf.music_vol);
    00626
    00627   NetworkStartUp(); // initialize network-core
    00628
    00629 #if defined(ENABLE_NETWORK)
    00630   if (debuglog_conn != NULL && _network_available) {
    00631     const char *not_used = NULL;
    00632     const char *port = NULL;
    00633     uint16 rport;
    00634
    00635     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00636
    00637     ParseConnectionString(&not_used, &port, debuglog_conn);
    00638     if (port != NULL) rport = atoi(port);
    00639
    00640     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00641   }
    00642 #endif /* ENABLE_NETWORK */
    00643
    00644   ScanNewGRFFiles();
    00645
    00646   ResetGRFConfig(false);
    00647
    00648   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00649   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00650
    00651   /* initialize the ingame console */
    00652   IConsoleInit();
    00653   _cursor.in_window = true;
    00654   InitializeGUI();
    00655   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00656
    00657   /* Take our initial lock on whatever we might want to do! */
    00658   _genworld_paint_mutex->BeginCritical();
    00659   _genworld_mapgen_mutex->BeginCritical();
    00660
    00661   GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
    00662   WaitTillGeneratedWorld();
    00663
    00664   CheckForMissingGlyphsInLoadedLanguagePack();
    00665
    00666 #ifdef ENABLE_NETWORK
    00667   if (network && _network_available) {
    00668     if (network_conn != NULL) {
    00669       const char *port = NULL;
    00670       const char *company = NULL;
    00671       uint16 rport;
    00672
    00673       rport = NETWORK_DEFAULT_PORT;
    00674       _network_playas = COMPANY_NEW_COMPANY;
    00675
    00676       ParseConnectionString(&company, &port, network_conn);
    00677
    00678       if (company != NULL) {
    00679         _network_playas = (CompanyID)atoi(company);
    00680
    00681         if (_network_playas != COMPANY_SPECTATOR) {
    00682           _network_playas--;
    00683           if (_network_playas >= MAX_COMPANIES) return false;
    00684         }
    00685       }
    00686       if (port != NULL) rport = atoi(port);
    00687
    00688       LoadIntroGame();
    00689       _switch_mode = SM_NONE;
    00690       NetworkClientConnectGame(NetworkAddress(network_conn, rport));
    00691     }
    00692   }
    00693 #endif /* ENABLE_NETWORK */
    00694
    00695   _video_driver->MainLoop();
    00696
    00697   WaitTillSaved();
    00698
    00699   /* only save config if we have to */
    00700   if (save_config) {
    00701     SaveToConfig();
    00702     SaveToHighScore();
    00703   }
    00704
    00705   /* Reset windowing system, stop drivers, free used memory, ... */
    00706   ShutdownGame();
    00707
    00708   return 0;
    00709 }
    00710
    00711 void HandleExitGameRequest()
    00712 {
    00713   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00714     _exit_game = true;
    00715   } else if (_settings_client.gui.autosave_on_exit) {
    00716     DoExitSave();
    00717     _exit_game = true;
    00718   } else {
    00719     AskExitGame();
    00720   }
    00721 }
    00722
    00723 static void ShowScreenshotResult(bool b)
    00724 {
    00725   if (b) {
    00726     extern char _screenshot_name[];
    00727     SetDParamStr(0, _screenshot_name);
    00728     ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
    00729   } else {
    00730     ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
    00731   }
    00732
    00733 }
    00734
    00735 static void MakeNewGameDone()
    00736 {
    00737   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00738
    00739   /* In a dedicated server, the server does not play */
    00740   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00741     SetLocalCompany(COMPANY_SPECTATOR);
    00742     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00743     return;
    00744   }
    00745
    00746   /* Create a single company */
    00747   DoStartupNewCompany(false);
    00748
    00749   Company *c = GetCompany(COMPANY_FIRST);
    00750   c->engine_renew = _settings_client.gui.autorenew;
    00751   c->engine_renew_months = _settings_client.gui.autorenew_months;
    00752   c->engine_renew_money = _settings_client.gui.autorenew_money;
    00753
    00754   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00755
    00756   SetLocalCompany(COMPANY_FIRST);
    00757   _current_company = _local_company;
    00758   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
    00759
    00760   InitializeRailGUI();
    00761
    00762 #ifdef ENABLE_NETWORK
    00763   /* We are the server, we start a new company (not dedicated),
    00764    * so set the default password *if* needed. */
    00765   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00766     char *password = _settings_client.network.default_company_pass;
    00767     NetworkChangeCompanyPassword(1, &password);
    00768   }
    00769 #endif /* ENABLE_NETWORK */
    00770
    00771   MarkWholeScreenDirty();
    00772 }
    00773
    00774 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00775 {
    00776   _game_mode = GM_NORMAL;
    00777
    00778   ResetGRFConfig(true);
    00779   _engine_mngr.ResetToDefaultMapping();
    00780   _house_mngr.ResetMapping();
    00781   _industile_mngr.ResetMapping();
    00782   _industry_mngr.ResetMapping();
    00783
    00784   GenerateWorldSetCallback(&MakeNewGameDone);
    00785   GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00786 }
    00787
    00788 static void MakeNewEditorWorldDone()
    00789 {
    00790   SetLocalCompany(OWNER_NONE);
    00791 }
    00792
    00793 static void MakeNewEditorWorld()
    00794 {
    00795   _game_mode = GM_EDITOR;
    00796
    00797   ResetGRFConfig(true);
    00798
    00799   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00800   GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00801 }
    00802
    00803 void StartupCompanies();
    00804 void StartupDisasters();
    00805 extern void StartupEconomy();
    00806
    00812 static void StartScenario()
    00813 {
    00814   _game_mode = GM_NORMAL;
    00815
    00816   /* invalid type */
    00817   if (_file_to_saveload.mode == SL_INVALID) {
    00818     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
    00819     SetDParamStr(0, GetSaveLoadErrorString());
    00820     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00821     _game_mode = GM_MENU;
    00822     return;
    00823   }
    00824
    00825   /* Reinitialize windows */
    00826   ResetWindowSystem();
    00827
    00828   SetupColoursAndInitialWindow();
    00829
    00830   ResetGRFConfig(true);
    00831
    00832   /* Load game */
    00833   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
    00834     LoadIntroGame();
    00835     SetDParamStr(0, GetSaveLoadErrorString());
    00836     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00837   }
    00838
    00839   _settings_game.difficulty = _settings_newgame.difficulty;
    00840
    00841   /* Inititalize data */
    00842   StartupEconomy();
    00843   StartupCompanies();
    00844   StartupEngines();
    00845   StartupDisasters();
    00846
    00847   SetLocalCompany(COMPANY_FIRST);
    00848   _current_company = _local_company;
    00849   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
    00850
    00851   MarkWholeScreenDirty();
    00852 }
    00853
    00862 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
    00863 {
    00864   GameMode ogm = _game_mode;
    00865
    00866   _game_mode = newgm;
    00867   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
    00868   switch (SaveOrLoad(filename, mode, subdir)) {
    00869     case SL_OK: return true;
    00870
    00871     case SL_REINIT:
    00872       switch (ogm) {
    00873         default:
    00874         case GM_MENU:   LoadIntroGame();      break;
    00875         case GM_EDITOR: MakeNewEditorWorld(); break;
    00876       }
    00877       return false;
    00878
    00879     default:
    00880       _game_mode = ogm;
    00881       return false;
    00882   }
    00883 }
    00884
    00885 void SwitchToMode(SwitchMode new_mode)
    00886 {
    00887 #ifdef ENABLE_NETWORK
    00888   /* If we are saving something, the network stays in his current state */
    00889   if (new_mode != SM_SAVE) {
    00890     /* If the network is active, make it not-active */
    00891     if (_networking) {
    00892       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00893         NetworkReboot();
    00894       } else {
    00895         NetworkDisconnect();
    00896       }
    00897     }
    00898
    00899     /* If we are a server, we restart the server */
    00900     if (_is_network_server) {
    00901       /* But not if we are going to the menu */
    00902       if (new_mode != SM_MENU) {
    00903         /* check if we should reload the config */
    00904         if (_settings_client.network.reload_cfg) {
    00905           LoadFromConfig();
    00906           MakeNewgameSettingsLive();
    00907           ResetGRFConfig(false);
    00908         }
    00909         NetworkServerStart();
    00910       } else {
    00911         /* This client no longer wants to be a network-server */
    00912         _is_network_server = false;
    00913       }
    00914     }
    00915   }
    00916 #endif /* ENABLE_NETWORK */
    00917   /* Make sure all AI controllers are gone at quiting game */
    00918   if (new_mode != SM_SAVE) AI::KillAll();
    00919
    00920   switch (new_mode) {
    00921     case SM_EDITOR: // Switch to scenario editor
    00922       MakeNewEditorWorld();
    00923       break;
    00924
    00925     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00926     case SM_NEWGAME: // New Game --> 'Random game'
    00927 #ifdef ENABLE_NETWORK
    00928       if (_network_server) {
    00929         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00930       }
    00931 #endif /* ENABLE_NETWORK */
    00932       MakeNewGame(false, new_mode == SM_NEWGAME);
    00933       break;
    00934
    00935     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
    00936 #ifdef ENABLE_NETWORK
    00937       if (_network_server) {
    00938         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
    00939       }
    00940 #endif /* ENABLE_NETWORK */
    00941       StartScenario();
    00942       break;
    00943
    00944     case SM_LOAD: { // Load game, Play Scenario
    00945       ResetGRFConfig(true);
    00946       ResetWindowSystem();
    00947
    00948       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    00949         LoadIntroGame();
    00950         SetDParamStr(0, GetSaveLoadErrorString());
    00951         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00952       } else {
    00953         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    00954           StartupEngines();
    00955         }
    00956         /* Update the local company for a loaded game. It is either always
    00957          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    00958         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    00959         /* Execute the game-start script */
    00960         IConsoleCmdExec("exec scripts/game_start.scr 0");
    00961         /* Decrease pause counter (was increased from opening load dialog) */
    00962         DoCommandP(0, 0, 0, CMD_PAUSE);
    00963 #ifdef ENABLE_NETWORK
    00964         if (_network_server) {
    00965           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    00966         }
    00967 #endif /* ENABLE_NETWORK */
    00968       }
    00969       break;
    00970     }
    00971
    00972     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    00973 #ifdef ENABLE_NETWORK
    00974       if (_network_server) {
    00975         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    00976       }
    00977 #endif /* ENABLE_NETWORK */
    00978       MakeNewGame(true, true);
    00979       break;
    00980
    00981     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    00982       SetLocalCompany(OWNER_NONE);
    00983
    00984       GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00985       MarkWholeScreenDirty();
    00986       break;
    00987
    00988     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    00989       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    00990         SetLocalCompany(OWNER_NONE);
    00991         _settings_newgame.game_creation.starting_year = _cur_year;
    00992       } else {
    00993         SetDParamStr(0, GetSaveLoadErrorString());
    00994         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    00995       }
    00996       break;
    00997     }
    00998
    00999     case SM_MENU: // Switch to game intro menu
    01000       LoadIntroGame();
    01001       break;
    01002
    01003     case SM_SAVE: // Save game
    01004       /* Make network saved games on pause compatible to singleplayer */
    01005       if (_networking && _pause_game == 1) _pause_game = 2;
    01006       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01007         SetDParamStr(0, GetSaveLoadErrorString());
    01008         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
    01009       } else {
    01010         DeleteWindowById(WC_SAVELOAD, 0);
    01011       }
    01012       if (_networking && _pause_game == 2) _pause_game = 1;
    01013       break;
    01014
    01015     case SM_GENRANDLAND: // Generate random land within scenario editor
    01016       SetLocalCompany(OWNER_NONE);
    01017       GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01018       /* XXX: set date */
    01019       MarkWholeScreenDirty();
    01020       break;
    01021
    01022     default: NOT_REACHED();
    01023   }
    01024
    01025   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01026     ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
    01027   }
    01028 }
    01029
    01030
    01036 void StateGameLoop()
    01037 {
    01038   /* dont execute the state loop during pause */
    01039   if (_pause_game) {
    01040     CallWindowTickEvent();
    01041     return;
    01042   }
    01043   if (IsGeneratingWorld()) return;
    01044
    01045   ClearStorageChanges(false);
    01046
    01047   if (_game_mode == GM_EDITOR) {
    01048     RunTileLoop();
    01049     CallVehicleTicks();
    01050     CallLandscapeTick();
    01051     ClearStorageChanges(true);
    01052
    01053     CallWindowTickEvent();
    01054     NewsLoop();
    01055   } else {
    01056     if (_debug_desync_level > 1) {
    01057       Vehicle *v;
    01058       FOR_ALL_VEHICLES(v) {
    01059         if (v != v->First()) continue;
    01060
    01061         switch (v->type) {
    01062           case VEH_ROAD: {
    01063             extern byte GetRoadVehLength(const Vehicle *v);
    01064             if (GetRoadVehLength(v) != v->u.road.cached_veh_length) {
    01065               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01066             }
    01067           } break;
    01068
    01069           case VEH_TRAIN: {
    01070             uint length = 0;
    01071             for (Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01072
    01073             VehicleRail *wagons = MallocT<VehicleRail>(length);
    01074             length = 0;
    01075             for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
    01076
    01077             TrainConsistChanged(v, true);
    01078
    01079             length = 0;
    01080             for (Vehicle *u = v; u != NULL; u = u->Next()) {
    01081               if (memcmp(&wagons[length], &u->u.rail, sizeof(VehicleRail)) != 0) {
    01082                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
    01083               }
    01084               length++;
    01085             }
    01086
    01087             free(wagons);
    01088           } break;
    01089
    01090           case VEH_AIRCRAFT: {
    01091             uint speed = v->u.air.cached_max_speed;
    01092             UpdateAircraftCache(v);
    01093             if (speed != v->u.air.cached_max_speed) {
    01094               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01095             }
    01096           } break;
    01097
    01098           default:
    01099             break;
    01100         }
    01101       }
    01102     }
    01103
    01104     /* All these actions has to be done from OWNER_NONE
    01105      *  for multiplayer compatibility */
    01106     CompanyID old_company = _current_company;
    01107     _current_company = OWNER_NONE;
    01108
    01109     AnimateAnimatedTiles();
    01110     IncreaseDate();
    01111     RunTileLoop();
    01112     CallVehicleTicks();
    01113     CallLandscapeTick();
    01114     ClearStorageChanges(true);
    01115
    01116     AI::GameLoop();
    01117
    01118     CallWindowTickEvent();
    01119     NewsLoop();
    01120     _current_company = old_company;
    01121   }
    01122 }
    01123
    01126 static void DoAutosave()
    01127 {
    01128   char buf[MAX_PATH];
    01129
    01130 #if defined(PSP)
    01131   /* Autosaving in networking is too time expensive for the PSP */
    01132   if (_networking) return;
    01133 #endif /* PSP */
    01134
    01135   if (_settings_client.gui.keep_all_autosave) {
    01136     GenerateDefaultSaveName(buf, lastof(buf));
    01137     strecat(buf, ".sav", lastof(buf));
    01138   } else {
    01139     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01140     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01141
    01142     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01143   }
    01144
    01145   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01146   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01147     ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
    01148   }
    01149 }
    01150
    01151 void GameLoop()
    01152 {
    01153   ProcessAsyncSaveFinish();
    01154
    01155   /* autosave game? */
    01156   if (_do_autosave) {
    01157     _do_autosave = false;
    01158     DoAutosave();
    01159     RedrawAutosave();
    01160   }
    01161
    01162   /* make a screenshot? */
    01163   if (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());
    01164
    01165   /* switch game mode? */
    01166   if (_switch_mode != SM_NONE) {
    01167     SwitchToMode(_switch_mode);
    01168     _switch_mode = SM_NONE;
    01169   }
    01170
    01171   IncreaseSpriteLRU();
    01172   InteractiveRandom();
    01173
    01174   extern int _caret_timer;
    01175   _caret_timer += 3;
    01176   _palette_animation_counter += 8;
    01177   CursorTick();
    01178
    01179 #ifdef ENABLE_NETWORK
    01180   /* Check for UDP stuff */
    01181   if (_network_available) NetworkUDPGameLoop();
    01182
    01183   if (_networking && !IsGeneratingWorld()) {
    01184     /* Multiplayer */
    01185     NetworkGameLoop();
    01186   } else {
    01187     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01188       /* This means that we want to reconnect to the last host
    01189        * We do this here, because it means that the network is really closed */
    01190       _network_playas = COMPANY_SPECTATOR;
    01191       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
    01192     }
    01193     /* Singleplayer */
    01194     StateGameLoop();
    01195   }
    01196 #else
    01197   StateGameLoop();
    01198 #endif /* ENABLE_NETWORK */
    01199
    01200   if (!_pause_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01201
    01202   if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
    01203
    01204   InputLoop();
    01205
    01206   _sound_driver->MainLoop();
    01207   MusicLoop();
    01208 }