# openttd.cpp

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    00001 /* $Id: openttd.cpp 23751 2012-01-04 22:08:43Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013
    00014 #include "blitter/factory.hpp"
    00015 #include "sound/sound_driver.hpp"
    00016 #include "music/music_driver.hpp"
    00017 #include "video/video_driver.hpp"
    00018
    00019 #include "fontcache.h"
    00020 #include "error.h"
    00021 #include "gui.h"
    00022
    00023 #include "base_media_base.h"
    00024 #include "saveload/saveload.h"
    00025 #include "company_func.h"
    00026 #include "command_func.h"
    00027 #include "news_func.h"
    00028 #include "fios.h"
    00029 #include "aircraft.h"
    00030 #include "roadveh.h"
    00031 #include "train.h"
    00032 #include "ship.h"
    00033 #include "console_func.h"
    00034 #include "screenshot.h"
    00035 #include "network/network.h"
    00036 #include "network/network_func.h"
    00037 #include "ai/ai.hpp"
    00038 #include "ai/ai_config.hpp"
    00039 #include "settings_func.h"
    00040 #include "genworld.h"
    00041 #include "progress.h"
    00042 #include "strings_func.h"
    00043 #include "date_func.h"
    00044 #include "vehicle_func.h"
    00045 #include "gamelog.h"
    00046 #include "animated_tile_func.h"
    00047 #include "roadstop_base.h"
    00048 #include "elrail_func.h"
    00049 #include "rev.h"
    00050 #include "highscore.h"
    00051 #include "station_base.h"
    00052 #include "crashlog.h"
    00053 #include "engine_func.h"
    00054 #include "core/random_func.hpp"
    00055 #include "rail_gui.h"
    00056 #include "core/backup_type.hpp"
    00057 #include "hotkeys.h"
    00058 #include "newgrf.h"
    00059 #include "misc/getoptdata.h"
    00060 #include "game/game.hpp"
    00061 #include "game/game_config.hpp"
    00062
    00063
    00064
    00065 #include <stdarg.h>
    00066
    00067
    00068 void CallLandscapeTick();
    00069 void IncreaseDate();
    00070 void DoPaletteAnimations();
    00071 void MusicLoop();
    00072 void ResetMusic();
    00073 void CallWindowTickEvent();
    00074 bool HandleBootstrap();
    00075
    00076 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00077 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00078 extern void ShowOSErrorBox(const char *buf, bool system);
    00079 extern char *_config_file;
    00080
    00086 void CDECL usererror(const char *s, ...)
    00087 {
    00088   va_list va;
    00089   char buf[512];
    00090
    00091   va_start(va, s);
    00092   vsnprintf(buf, lengthof(buf), s, va);
    00093   va_end(va);
    00094
    00095   ShowOSErrorBox(buf, false);
    00096   if (_video_driver != NULL) _video_driver->Stop();
    00097
    00098   exit(1);
    00099 }
    00100
    00106 void CDECL error(const char *s, ...)
    00107 {
    00108   va_list va;
    00109   char buf[512];
    00110
    00111   va_start(va, s);
    00112   vsnprintf(buf, lengthof(buf), s, va);
    00113   va_end(va);
    00114
    00115   ShowOSErrorBox(buf, true);
    00116
    00117   /* Set the error message for the crash log and then invoke it. */
    00118   CrashLog::SetErrorMessage(buf);
    00119   abort();
    00120 }
    00121
    00126 void CDECL ShowInfoF(const char *str, ...)
    00127 {
    00128   va_list va;
    00129   char buf[1024];
    00130   va_start(va, str);
    00131   vsnprintf(buf, lengthof(buf), str, va);
    00132   va_end(va);
    00133   ShowInfo(buf);
    00134 }
    00135
    00139 static void ShowHelp()
    00140 {
    00141   char buf[8192];
    00142   char *p = buf;
    00143
    00144   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00145   p = strecpy(p,
    00146     "\n"
    00147     "\n"
    00148     "Command line options:\n"
    00149     "  -v drv              = Set video driver (see below)\n"
    00150     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00151     "  -m drv              = Set music driver (see below)\n"
    00152     "  -b drv              = Set the blitter to use (see below)\n"
    00153     "  -r res              = Set resolution (for instance 800x600)\n"
    00154     "  -h                  = Display this help text\n"
    00155     "  -t year             = Set starting year\n"
    00156     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00157     "  -e                  = Start Editor\n"
    00158     "  -g [savegame]       = Start new/save game immediately\n"
    00159     "  -G seed             = Set random seed\n"
    00160 #if defined(ENABLE_NETWORK)
    00161     "  -n [ip:port#company]= Start networkgame\n"
    00162     "  -p password         = Password to join server\n"
    00163     "  -P password         = Password to join company\n"
    00164     "  -D [ip][:port]      = Start dedicated server\n"
    00165     "  -l ip[:port]        = Redirect DEBUG()\n"
    00166 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00167     "  -f                  = Fork into the background (dedicated only)\n"
    00168 #endif
    00169 #endif /* ENABLE_NETWORK */
    00170     "  -I graphics_set     = Force the graphics set (see below)\n"
    00171     "  -S sounds_set       = Force the sounds set (see below)\n"
    00172     "  -M music_set        = Force the music set (see below)\n"
    00173     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00174     "  -x                  = Do not automatically save to config file on exit\n"
    00175     "  -q savegame         = Write some information about the savegame and exit\n"
    00176     "\n",
    00177     lastof(buf)
    00178   );
    00179
    00180   /* List the graphics packs */
    00181   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00182
    00183   /* List the sounds packs */
    00184   p = BaseSounds::GetSetsList(p, lastof(buf));
    00185
    00186   /* List the music packs */
    00187   p = BaseMusic::GetSetsList(p, lastof(buf));
    00188
    00189   /* List the drivers */
    00190   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00191
    00192   /* List the blitters */
    00193   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00194
    00195   /* We need to initialize the AI, so it finds the AIs */
    00196   AI::Initialize();
    00197   p = AI::GetConsoleList(p, lastof(buf), true);
    00198   AI::Uninitialize(true);
    00199
    00200   /* We need to initialize the GameScript, so it finds the GSs */
    00201   Game::Initialize();
    00202   p = Game::GetConsoleList(p, lastof(buf), true);
    00203   Game::Uninitialize(true);
    00204
    00205   /* ShowInfo put output to stderr, but version information should go
    00206    * to stdout; this is the only exception */
    00207 #if !defined(WIN32) && !defined(WIN64)
    00208   printf("%s\n", buf);
    00209 #else
    00210   ShowInfo(buf);
    00211 #endif
    00212 }
    00213
    00214 static void WriteSavegameInfo(const char *name)
    00215 {
    00216   extern uint16 _sl_version;
    00217   uint32 last_ottd_rev = 0;
    00218   byte ever_modified = 0;
    00219   bool removed_newgrfs = false;
    00220
    00221   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
    00222
    00223   char buf[8192];
    00224   char *p = buf;
    00225   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
    00226   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
    00227   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
    00228   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
    00229
    00230   if (removed_newgrfs) {
    00231     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
    00232   }
    00233
    00234   p = strecpy(p, "NewGRFs:\n", lastof(buf));
    00235   if (_load_check_data.HasNewGrfs()) {
    00236     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
    00237       char md5sum[33];
    00238       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
    00239       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
    00240     }
    00241   }
    00242
    00243   /* ShowInfo put output to stderr, but version information should go
    00244    * to stdout; this is the only exception */
    00245 #if !defined(WIN32) && !defined(WIN64)
    00246   printf("%s\n", buf);
    00247 #else
    00248   ShowInfo(buf);
    00249 #endif
    00250 }
    00251
    00252
    00259 static void ParseResolution(Dimension *res, const char *s)
    00260 {
    00261   const char *t = strchr(s, 'x');
    00262   if (t == NULL) {
    00263     ShowInfoF("Invalid resolution '%s'", s);
    00264     return;
    00265   }
    00266
    00267   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00268   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00269 }
    00270
    00271
    00276 static void ShutdownGame()
    00277 {
    00278   IConsoleFree();
    00279
    00280   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00281
    00282   DriverFactoryBase::ShutdownDrivers();
    00283
    00284   UnInitWindowSystem();
    00285
    00286   /* stop the scripts */
    00287   AI::Uninitialize(false);
    00288   Game::Uninitialize(false);
    00289
    00290   /* Uninitialize variables that are allocated dynamically */
    00291   GamelogReset();
    00292
    00293 #ifdef ENABLE_NETWORK
    00294   free(_config_file);
    00295 #endif
    00296
    00297   PoolBase::Clean(PT_ALL);
    00298
    00299   /* No NewGRFs were loaded when it was still bootstrapping. */
    00300   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00301
    00302   /* Close all and any open filehandles */
    00303   FioCloseAll();
    00304
    00305   UninitFreeType();
    00306 }
    00307
    00312 static void LoadIntroGame(bool load_newgrfs = true)
    00313 {
    00314   _game_mode = GM_MENU;
    00315
    00316   if (load_newgrfs) ResetGRFConfig(false);
    00317
    00318   /* Setup main window */
    00319   ResetWindowSystem();
    00320   SetupColoursAndInitialWindow();
    00321
    00322   /* Load the default opening screen savegame */
    00323   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00324     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00325     WaitTillGeneratedWorld();
    00326     SetLocalCompany(COMPANY_SPECTATOR);
    00327   } else {
    00328     SetLocalCompany(COMPANY_FIRST);
    00329   }
    00330
    00331   _pause_mode = PM_UNPAUSED;
    00332   _cursor.fix_at = false;
    00333
    00334   CheckForMissingSprites();
    00335   CheckForMissingGlyphs();
    00336
    00337   /* Play main theme */
    00338   if (_music_driver->IsSongPlaying()) ResetMusic();
    00339 }
    00340
    00341 void MakeNewgameSettingsLive()
    00342 {
    00343   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00344     if (_settings_game.ai_config[c] != NULL) {
    00345       delete _settings_game.ai_config[c];
    00346     }
    00347   }
    00348   if (_settings_game.game_config != NULL) {
    00349     delete _settings_game.game_config;
    00350   }
    00351
    00352   /* Copy newgame settings to active settings.
    00353    * Also initialise old settings needed for savegame conversion. */
    00354   _settings_game = _settings_newgame;
    00355   _old_vds = _settings_client.company.vehicle;
    00356
    00357   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00358     _settings_game.ai_config[c] = NULL;
    00359     if (_settings_newgame.ai_config[c] != NULL) {
    00360       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00361     }
    00362   }
    00363   _settings_game.game_config = NULL;
    00364   if (_settings_newgame.game_config != NULL) {
    00365     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00366   }
    00367 }
    00368
    00369 void OpenBrowser(const char *url)
    00370 {
    00371   /* Make sure we only accept urls that are sure to open a browser. */
    00372   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00373
    00374   extern void OSOpenBrowser(const char *url);
    00375   OSOpenBrowser(url);
    00376 }
    00377
    00379 struct AfterNewGRFScan : NewGRFScanCallback {
    00380   Year startyear;
    00381   uint generation_seed;
    00382   char *dedicated_host;
    00383   uint16 dedicated_port;
    00384   char *network_conn;
    00385   const char *join_server_password;
    00386   const char *join_company_password;
    00387   bool *save_config_ptr;
    00388   bool save_config;
    00389
    00395   AfterNewGRFScan(bool *save_config_ptr) :
    00396       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00397       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00398       join_server_password(NULL), join_company_password(NULL),
    00399       save_config_ptr(save_config_ptr), save_config(true)
    00400   {
    00401   }
    00402
    00403   virtual void OnNewGRFsScanned()
    00404   {
    00405     ResetGRFConfig(false);
    00406
    00407     TarScanner::DoScan(TarScanner::SCENARIO);
    00408
    00409     AI::Initialize();
    00410     Game::Initialize();
    00411
    00412     /* We want the new (correct) NewGRF count to survive the loading. */
    00413     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00414     LoadFromConfig();
    00415     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00416     /* Since the default for the palette might have changed due to
    00417      * reading the configuration file, recalculate that now. */
    00418     UpdateNewGRFConfigPalette();
    00419
    00420     Game::Uninitialize(true);
    00421     AI::Uninitialize(true);
    00422     CheckConfig();
    00423     LoadFromHighScore();
    00424     LoadHotkeysFromConfig();
    00425
    00426     /* We have loaded the config, so we may possibly save it. */
    00427     *save_config_ptr = save_config;
    00428
    00429
    00430     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00431     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00432
    00433 #if defined(ENABLE_NETWORK)
    00434     if (dedicated_host != NULL) {
    00435       _network_bind_list.Clear();
    00436       *_network_bind_list.Append() = strdup(dedicated_host);
    00437     }
    00438     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00439 #endif /* ENABLE_NETWORK */
    00440
    00441     /* initialize the ingame console */
    00442     IConsoleInit();
    00443     InitializeGUI();
    00444     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00445
    00446     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00447     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00448
    00449 #ifdef ENABLE_NETWORK
    00450     if (_network_available && network_conn != NULL) {
    00451       const char *port = NULL;
    00452       const char *company = NULL;
    00453       uint16 rport = NETWORK_DEFAULT_PORT;
    00454       CompanyID join_as = COMPANY_NEW_COMPANY;
    00455
    00456       ParseConnectionString(&company, &port, network_conn);
    00457
    00458       if (company != NULL) {
    00459         join_as = (CompanyID)atoi(company);
    00460
    00461         if (join_as != COMPANY_SPECTATOR) {
    00462           join_as--;
    00463           if (join_as >= MAX_COMPANIES) {
    00464             delete this;
    00465             return;
    00466           }
    00467         }
    00468       }
    00469       if (port != NULL) rport = atoi(port);
    00470
    00471       LoadIntroGame();
    00472       _switch_mode = SM_NONE;
    00473       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00474     }
    00475 #endif /* ENABLE_NETWORK */
    00476
    00477     /* After the scan we're not used anymore. */
    00478     delete this;
    00479   }
    00480 };
    00481
    00482 #if defined(UNIX) && !defined(__MORPHOS__)
    00483 extern void DedicatedFork();
    00484 #endif
    00485
    00487 static const OptionData _options[] = {
    00488    GETOPT_SHORT_VALUE('I'),
    00489    GETOPT_SHORT_VALUE('S'),
    00490    GETOPT_SHORT_VALUE('M'),
    00491    GETOPT_SHORT_VALUE('m'),
    00492    GETOPT_SHORT_VALUE('s'),
    00493    GETOPT_SHORT_VALUE('v'),
    00494    GETOPT_SHORT_VALUE('b'),
    00495 #if defined(ENABLE_NETWORK)
    00496   GETOPT_SHORT_OPTVAL('D'),
    00497   GETOPT_SHORT_OPTVAL('n'),
    00498    GETOPT_SHORT_VALUE('l'),
    00499    GETOPT_SHORT_VALUE('p'),
    00500    GETOPT_SHORT_VALUE('P'),
    00501 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00502    GETOPT_SHORT_NOVAL('f'),
    00503 #endif
    00504 #endif /* ENABLE_NETWORK */
    00505    GETOPT_SHORT_VALUE('r'),
    00506    GETOPT_SHORT_VALUE('t'),
    00507   GETOPT_SHORT_OPTVAL('d'),
    00508    GETOPT_SHORT_NOVAL('e'),
    00509   GETOPT_SHORT_OPTVAL('g'),
    00510    GETOPT_SHORT_VALUE('G'),
    00511    GETOPT_SHORT_VALUE('c'),
    00512    GETOPT_SHORT_NOVAL('x'),
    00513    GETOPT_SHORT_VALUE('q'),
    00514    GETOPT_SHORT_NOVAL('h'),
    00515   GETOPT_END()
    00516 };
    00517
    00518
    00519 int ttd_main(int argc, char *argv[])
    00520 {
    00521   char *musicdriver = NULL;
    00522   char *sounddriver = NULL;
    00523   char *videodriver = NULL;
    00524   char *blitter = NULL;
    00525   char *graphics_set = NULL;
    00526   char *sounds_set = NULL;
    00527   char *music_set = NULL;
    00528   Dimension resolution = {0, 0};
    00529   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00530   bool save_config = false;
    00531   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00532 #if defined(ENABLE_NETWORK)
    00533   bool dedicated = false;
    00534   char *debuglog_conn = NULL;
    00535
    00536   extern bool _dedicated_forks;
    00537   _dedicated_forks = false;
    00538 #endif /* ENABLE_NETWORK */
    00539
    00540   _game_mode = GM_MENU;
    00541   _switch_mode = SM_MENU;
    00542   _config_file = NULL;
    00543
    00544   GetOptData mgo(argc - 1, argv + 1, _options);
    00545
    00546   int i;
    00547   while ((i = mgo.GetOpt()) != -1) {
    00548     switch (i) {
    00549     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00550     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00551     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00552     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00553     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00554     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00555     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00556 #if defined(ENABLE_NETWORK)
    00557     case 'D':
    00558       free(musicdriver);
    00559       free(sounddriver);
    00560       free(videodriver);
    00561       free(blitter);
    00562       musicdriver = strdup("null");
    00563       sounddriver = strdup("null");
    00564       videodriver = strdup("dedicated");
    00565       blitter = strdup("null");
    00566       dedicated = true;
    00567       SetDebugString("net=6");
    00568       if (mgo.opt != NULL) {
    00569         /* Use the existing method for parsing (openttd -n).
    00570          * However, we do ignore the #company part. */
    00571         const char *temp = NULL;
    00572         const char *port = NULL;
    00573         ParseConnectionString(&temp, &port, mgo.opt);
    00574         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00575         if (port != NULL) scanner->dedicated_port = atoi(port);
    00576       }
    00577       break;
    00578     case 'f': _dedicated_forks = true; break;
    00579     case 'n':
    00580       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00581       break;
    00582     case 'l':
    00583       debuglog_conn = mgo.opt;
    00584       break;
    00585     case 'p':
    00586       scanner->join_server_password = mgo.opt;
    00587       break;
    00588     case 'P':
    00589       scanner->join_company_password = mgo.opt;
    00590       break;
    00591 #endif /* ENABLE_NETWORK */
    00592     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00593     case 't': scanner->startyear = atoi(mgo.opt); break;
    00594     case 'd': {
    00595 #if defined(WIN32)
    00596         CreateConsole();
    00597 #endif
    00598         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00599         break;
    00600       }
    00601     case 'e': _switch_mode = SM_EDITOR; break;
    00602     case 'g':
    00603       if (mgo.opt != NULL) {
    00604         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00605         _switch_mode = SM_LOAD_GAME;
    00606         _file_to_saveload.mode = SL_LOAD;
    00607
    00608         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00609         const char *t = strrchr(_file_to_saveload.name, '.');
    00610         if (t != NULL) {
    00611           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00612           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00613         }
    00614
    00615         break;
    00616       }
    00617
    00618       _switch_mode = SM_NEWGAME;
    00619       /* Give a random map if no seed has been given */
    00620       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00621         scanner->generation_seed = InteractiveRandom();
    00622       }
    00623       break;
    00624     case 'q': {
    00625       DeterminePaths(argv[0]);
    00626       if (StrEmpty(mgo.opt)) return 1;
    00627       char title[80];
    00628       title[0] = '\0';
    00629       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00630
    00631       _load_check_data.Clear();
    00632       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00633       if (res != SL_OK || _load_check_data.HasErrors()) {
    00634         fprintf(stderr, "Failed to open savegame\n");
    00635         if (_load_check_data.HasErrors()) {
    00636           char buf[256];
    00637           SetDParamStr(0, _load_check_data.error_data);
    00638           GetString(buf, _load_check_data.error, lastof(buf));
    00639           fprintf(stderr, "%s\n", buf);
    00640         }
    00641         return 1;
    00642       }
    00643
    00644       WriteSavegameInfo(title);
    00645
    00646       return 0;
    00647     }
    00648     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00649     case 'c': _config_file = strdup(mgo.opt); break;
    00650     case 'x': scanner->save_config = false; break;
    00651     case 'h':
    00652       i = -2; // Force printing of help.
    00653       break;
    00654     }
    00655     if (i == -2) break;
    00656   }
    00657
    00658   if (i == -2 || mgo.numleft > 0) {
    00659     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00660      * In all cases, print the help, and exit.
    00661      *
    00662      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00663      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00664     DeterminePaths(argv[0]);
    00665     TarScanner::DoScan(TarScanner::BASESET);
    00666     BaseGraphics::FindSets();
    00667     BaseSounds::FindSets();
    00668     BaseMusic::FindSets();
    00669     ShowHelp();
    00670     delete scanner;
    00671     return 0;
    00672   }
    00673
    00674 #if defined(WINCE) && defined(_DEBUG)
    00675   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00676   SetDebugString("4");
    00677 #endif
    00678
    00679   DeterminePaths(argv[0]);
    00680   TarScanner::DoScan(TarScanner::BASESET);
    00681
    00682 #if defined(ENABLE_NETWORK)
    00683   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00684   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00685
    00686 #if defined(UNIX) && !defined(__MORPHOS__)
    00687   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00688   if (_dedicated_forks) DedicatedFork();
    00689 #endif
    00690 #endif
    00691
    00692   LoadFromConfig(true);
    00693
    00694   if (resolution.width != 0) _cur_resolution = resolution;
    00695
    00696   /*
    00697    * The width and height must be at least 1 pixel and width times
    00698    * height times bytes per pixel must still fit within a 32 bits
    00699    * integer, even for 32 bpp video modes. This way all internal
    00700    * drawing routines work correctly.
    00701    */
    00702   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00703   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00704
    00705   /* Assume the cursor starts within the game as not all video drivers
    00706    * get an event that the cursor is within the window when it is opened.
    00707    * Saying the cursor is there makes no visible difference as it would
    00708    * just be out of the bounds of the window. */
    00709   _cursor.in_window = true;
    00710
    00711   /* enumerate language files */
    00712   InitializeLanguagePacks();
    00713
    00714   /* Initialize the regular font for FreeType */
    00715   InitFreeType(false);
    00716
    00717   /* This must be done early, since functions use the SetWindowDirty* calls */
    00718   InitWindowSystem();
    00719
    00720   BaseGraphics::FindSets();
    00721   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00722   if (!BaseGraphics::SetSet(graphics_set) && !StrEmpty(graphics_set)) {
    00723     usererror("Failed to select requested graphics set '%s'", graphics_set);
    00724   }
    00725   free(graphics_set);
    00726
    00727   /* Initialize game palette */
    00728   GfxInitPalettes();
    00729
    00730   DEBUG(misc, 1, "Loading blitter...");
    00731   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00732   _blitter_autodetected = StrEmpty(blitter);
    00733   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00734   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00735     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00736       StrEmpty(blitter) ?
    00737         usererror("Failed to autoprobe blitter") :
    00738         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00739     }
    00740   }
    00741   free(blitter);
    00742
    00743   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00744   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00745   if (_video_driver == NULL) {
    00746     StrEmpty(videodriver) ?
    00747       usererror("Failed to autoprobe video driver") :
    00748       usererror("Failed to select requested video driver '%s'", videodriver);
    00749   }
    00750   free(videodriver);
    00751
    00752   /* Initialize the zoom level of the screen to normal */
    00753   _screen.zoom = ZOOM_LVL_NORMAL;
    00754
    00755   NetworkStartUp(); // initialize network-core
    00756
    00757 #if defined(ENABLE_NETWORK)
    00758   if (debuglog_conn != NULL && _network_available) {
    00759     const char *not_used = NULL;
    00760     const char *port = NULL;
    00761     uint16 rport;
    00762
    00763     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00764
    00765     ParseConnectionString(&not_used, &port, debuglog_conn);
    00766     if (port != NULL) rport = atoi(port);
    00767
    00768     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00769   }
    00770 #endif /* ENABLE_NETWORK */
    00771
    00772   if (!HandleBootstrap()) goto exit;
    00773
    00774   _video_driver->ClaimMousePointer();
    00775
    00776   /* initialize screenshot formats */
    00777   InitializeScreenshotFormats();
    00778
    00779   BaseSounds::FindSets();
    00780   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00781   if (!BaseSounds::SetSet(sounds_set)) {
    00782     StrEmpty(sounds_set) ?
    00783       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00784       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00785   }
    00786   free(sounds_set);
    00787
    00788   BaseMusic::FindSets();
    00789   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00790   if (!BaseMusic::SetSet(music_set)) {
    00791     StrEmpty(music_set) ?
    00792       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00793       usererror("Failed to select requested music set '%s'", music_set);
    00794   }
    00795   free(music_set);
    00796
    00797   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00798   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00799   if (_sound_driver == NULL) {
    00800     StrEmpty(sounddriver) ?
    00801       usererror("Failed to autoprobe sound driver") :
    00802       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00803   }
    00804   free(sounddriver);
    00805
    00806   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00807   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00808   if (_music_driver == NULL) {
    00809     StrEmpty(musicdriver) ?
    00810       usererror("Failed to autoprobe music driver") :
    00811       usererror("Failed to select requested music driver '%s'", musicdriver);
    00812   }
    00813   free(musicdriver);
    00814
    00815   /* restore saved music volume */
    00816   _music_driver->SetVolume(_settings_client.music.music_vol);
    00817
    00818   /* Take our initial lock on whatever we might want to do! */
    00819   _modal_progress_paint_mutex->BeginCritical();
    00820   _modal_progress_work_mutex->BeginCritical();
    00821
    00822   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00823   WaitTillGeneratedWorld();
    00824
    00825   LoadIntroGame(false);
    00826
    00827   CheckForMissingGlyphs();
    00828
    00829   ScanNewGRFFiles(scanner);
    00830
    00831   _video_driver->MainLoop();
    00832
    00833   WaitTillSaved();
    00834
    00835   /* only save config if we have to */
    00836   if (save_config) {
    00837     SaveToConfig();
    00838     SaveHotkeysToConfig();
    00839     SaveToHighScore();
    00840   }
    00841
    00842 exit:
    00843   /* Reset windowing system, stop drivers, free used memory, ... */
    00844   ShutdownGame();
    00845
    00846   free(BaseGraphics::ini_set);
    00847   free(BaseSounds::ini_set);
    00848   free(BaseMusic::ini_set);
    00849   free(_ini_musicdriver);
    00850   free(_ini_sounddriver);
    00851   free(_ini_videodriver);
    00852   free(_ini_blitter);
    00853
    00854   return 0;
    00855 }
    00856
    00857 void HandleExitGameRequest()
    00858 {
    00859   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00860     _exit_game = true;
    00861   } else if (_settings_client.gui.autosave_on_exit) {
    00862     DoExitSave();
    00863     _exit_game = true;
    00864   } else {
    00865     AskExitGame();
    00866   }
    00867 }
    00868
    00869 static void MakeNewGameDone()
    00870 {
    00871   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00872
    00873   /* In a dedicated server, the server does not play */
    00874   if (!_video_driver->HasGUI()) {
    00875     SetLocalCompany(COMPANY_SPECTATOR);
    00876     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00877     return;
    00878   }
    00879
    00880   /* Create a single company */
    00881   DoStartupNewCompany(false);
    00882
    00883   Company *c = Company::Get(COMPANY_FIRST);
    00884   c->settings = _settings_client.company;
    00885
    00886   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00887
    00888   SetLocalCompany(COMPANY_FIRST);
    00889
    00890   InitializeRailGUI();
    00891
    00892 #ifdef ENABLE_NETWORK
    00893   /* We are the server, we start a new company (not dedicated),
    00894    * so set the default password *if* needed. */
    00895   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00896     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00897   }
    00898 #endif /* ENABLE_NETWORK */
    00899
    00900   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00901
    00902   MarkWholeScreenDirty();
    00903 }
    00904
    00905 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00906 {
    00907   _game_mode = GM_NORMAL;
    00908
    00909   ResetGRFConfig(true);
    00910
    00911   GenerateWorldSetCallback(&MakeNewGameDone);
    00912   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00913 }
    00914
    00915 static void MakeNewEditorWorldDone()
    00916 {
    00917   SetLocalCompany(OWNER_NONE);
    00918 }
    00919
    00920 static void MakeNewEditorWorld()
    00921 {
    00922   _game_mode = GM_EDITOR;
    00923
    00924   ResetGRFConfig(true);
    00925
    00926   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00927   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00928 }
    00929
    00940 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00941 {
    00942   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00943   GameMode ogm = _game_mode;
    00944
    00945   _game_mode = newgm;
    00946
    00947   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00948     case SL_OK: return true;
    00949
    00950     case SL_REINIT:
    00951 #ifdef ENABLE_NETWORK
    00952       if (_network_dedicated) {
    00953         /*
    00954          * We need to reinit a network map...
    00955          * We can't simply load the intro game here as that game has many
    00956          * special cases which make clients desync immediately. So we fall
    00957          * back to just generating a new game with the current settings.
    00958          */
    00959         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00960         MakeNewGame(false, true);
    00961         return false;
    00962       }
    00963       if (_network_server) {
    00964         /* We can't load the intro game as server, so disconnect first. */
    00965         NetworkDisconnect();
    00966       }
    00967 #endif /* ENABLE_NETWORK */
    00968
    00969       switch (ogm) {
    00970         default:
    00971         case GM_MENU:   LoadIntroGame();      break;
    00972         case GM_EDITOR: MakeNewEditorWorld(); break;
    00973       }
    00974       return false;
    00975
    00976     default:
    00977       _game_mode = ogm;
    00978       return false;
    00979   }
    00980 }
    00981
    00982 void SwitchToMode(SwitchMode new_mode)
    00983 {
    00984 #ifdef ENABLE_NETWORK
    00985   /* If we are saving something, the network stays in his current state */
    00986   if (new_mode != SM_SAVE_GAME) {
    00987     /* If the network is active, make it not-active */
    00988     if (_networking) {
    00989       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00990         NetworkReboot();
    00991       } else {
    00992         NetworkDisconnect();
    00993       }
    00994     }
    00995
    00996     /* If we are a server, we restart the server */
    00997     if (_is_network_server) {
    00998       /* But not if we are going to the menu */
    00999       if (new_mode != SM_MENU) {
    01000         /* check if we should reload the config */
    01001         if (_settings_client.network.reload_cfg) {
    01002           LoadFromConfig();
    01003           MakeNewgameSettingsLive();
    01004           ResetGRFConfig(false);
    01005         }
    01006         NetworkServerStart();
    01007       } else {
    01008         /* This client no longer wants to be a network-server */
    01009         _is_network_server = false;
    01010       }
    01011     }
    01012   }
    01013 #endif /* ENABLE_NETWORK */
    01014   /* Make sure all AI controllers are gone at quiting game */
    01015   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01016
    01017   switch (new_mode) {
    01018     case SM_EDITOR: // Switch to scenario editor
    01019       MakeNewEditorWorld();
    01020       break;
    01021
    01022     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01023     case SM_NEWGAME: // New Game --> 'Random game'
    01024 #ifdef ENABLE_NETWORK
    01025       if (_network_server) {
    01026         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01027       }
    01028 #endif /* ENABLE_NETWORK */
    01029       MakeNewGame(false, new_mode == SM_NEWGAME);
    01030       break;
    01031
    01032     case SM_LOAD_GAME: { // Load game, Play Scenario
    01033       ResetGRFConfig(true);
    01034       ResetWindowSystem();
    01035
    01036       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01037         SetDParamStr(0, GetSaveLoadErrorString());
    01038         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01039       } else {
    01040         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01041           StartupEngines();
    01042         }
    01043         /* Update the local company for a loaded game. It is either always
    01044          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01045         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01046         /* Execute the game-start script */
    01047         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01048         /* Decrease pause counter (was increased from opening load dialog) */
    01049         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01050 #ifdef ENABLE_NETWORK
    01051         if (_network_server) {
    01052           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01053         }
    01054 #endif /* ENABLE_NETWORK */
    01055       }
    01056       break;
    01057     }
    01058
    01059     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01060 #ifdef ENABLE_NETWORK
    01061       if (_network_server) {
    01062         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01063       }
    01064 #endif /* ENABLE_NETWORK */
    01065       MakeNewGame(true, true);
    01066       break;
    01067
    01068     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01069       SetLocalCompany(OWNER_NONE);
    01070
    01071       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01072       MarkWholeScreenDirty();
    01073       break;
    01074
    01075     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01076       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01077         SetLocalCompany(OWNER_NONE);
    01078         _settings_newgame.game_creation.starting_year = _cur_year;
    01079         /* Cancel the saveload pausing */
    01080         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01081       } else {
    01082         SetDParamStr(0, GetSaveLoadErrorString());
    01083         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01084       }
    01085       break;
    01086     }
    01087
    01088     case SM_MENU: // Switch to game intro menu
    01089       LoadIntroGame();
    01090       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01091         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01092         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01093       }
    01094       break;
    01095
    01096     case SM_SAVE_GAME: // Save game.
    01097       /* Make network saved games on pause compatible to singleplayer */
    01098       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01099         SetDParamStr(0, GetSaveLoadErrorString());
    01100         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01101       } else {
    01102         DeleteWindowById(WC_SAVELOAD, 0);
    01103       }
    01104       break;
    01105
    01106     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01107       MakeHeightmapScreenshot(_file_to_saveload.name);
    01108       DeleteWindowById(WC_SAVELOAD, 0);
    01109       break;
    01110
    01111     case SM_GENRANDLAND: // Generate random land within scenario editor
    01112       SetLocalCompany(OWNER_NONE);
    01113       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01114       /* XXX: set date */
    01115       MarkWholeScreenDirty();
    01116       break;
    01117
    01118     default: NOT_REACHED();
    01119   }
    01120 }
    01121
    01122
    01129 static void CheckCaches()
    01130 {
    01131   /* Return here so it is easy to add checks that are run
    01132    * always to aid testing of caches. */
    01133   if (_debug_desync_level <= 1) return;
    01134
    01135   /* Check company infrastructure cache. */
    01136   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01137   Company *c;
    01138   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01139
    01140   extern void AfterLoadCompanyStats();
    01141   AfterLoadCompanyStats();
    01142
    01143   uint i = 0;
    01144   FOR_ALL_COMPANIES(c) {
    01145     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01146       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01147     }
    01148     i++;
    01149   }
    01150
    01151   /* Strict checking of the road stop cache entries */
    01152   const RoadStop *rs;
    01153   FOR_ALL_ROADSTOPS(rs) {
    01154     if (IsStandardRoadStopTile(rs->xy)) continue;
    01155
    01156     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01157     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01158     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01159   }
    01160
    01161   Vehicle *v;
    01162   FOR_ALL_VEHICLES(v) {
    01163     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01164     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01165
    01166     uint length = 0;
    01167     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01168
    01169     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01170     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01171     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01172     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01173
    01174     length = 0;
    01175     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01176       FillNewGRFVehicleCache(u);
    01177       grf_cache[length] = u->grf_cache;
    01178       veh_cache[length] = u->vcache;
    01179       switch (u->type) {
    01180         case VEH_TRAIN:
    01181           gro_cache[length] = Train::From(u)->gcache;
    01182           tra_cache[length] = Train::From(u)->tcache;
    01183           break;
    01184         case VEH_ROAD:
    01185           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01186           break;
    01187         default:
    01188           break;
    01189       }
    01190       length++;
    01191     }
    01192
    01193     switch (v->type) {
    01194       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01195       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01196       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01197       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01198       default: break;
    01199     }
    01200
    01201     length = 0;
    01202     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01203       FillNewGRFVehicleCache(u);
    01204       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01205         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);
    01206       }
    01207       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01208         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);
    01209       }
    01210       switch (u->type) {
    01211         case VEH_TRAIN:
    01212           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01213             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);
    01214           }
    01215           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01216             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01217           }
    01218           break;
    01219         case VEH_ROAD:
    01220           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01221             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);
    01222           }
    01223           break;
    01224         default:
    01225           break;
    01226       }
    01227       length++;
    01228     }
    01229
    01230     free(grf_cache);
    01231     free(veh_cache);
    01232     free(gro_cache);
    01233     free(tra_cache);
    01234   }
    01235
    01236   /* Check whether the caches are still valid */
    01237   FOR_ALL_VEHICLES(v) {
    01238     byte buff[sizeof(VehicleCargoList)];
    01239     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01240     v->cargo.InvalidateCache();
    01241     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01242   }
    01243
    01244   Station *st;
    01245   FOR_ALL_STATIONS(st) {
    01246     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01247       byte buff[sizeof(StationCargoList)];
    01248       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01249       st->goods[c].cargo.InvalidateCache();
    01250       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01251     }
    01252   }
    01253 }
    01254
    01260 void StateGameLoop()
    01261 {
    01262   /* dont execute the state loop during pause */
    01263   if (_pause_mode != PM_UNPAUSED) {
    01264     UpdateLandscapingLimits();
    01265     Game::GameLoop();
    01266     CallWindowTickEvent();
    01267     return;
    01268   }
    01269   if (HasModalProgress()) return;
    01270
    01271   ClearStorageChanges(false);
    01272
    01273   if (_game_mode == GM_EDITOR) {
    01274     RunTileLoop();
    01275     CallVehicleTicks();
    01276     CallLandscapeTick();
    01277     ClearStorageChanges(true);
    01278     UpdateLandscapingLimits();
    01279
    01280     CallWindowTickEvent();
    01281     NewsLoop();
    01282   } else {
    01283     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01284       /* Save the desync savegame if needed. */
    01285       char name[MAX_PATH];
    01286       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01287       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01288     }
    01289
    01290     CheckCaches();
    01291
    01292     /* All these actions has to be done from OWNER_NONE
    01293      *  for multiplayer compatibility */
    01294     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01295
    01296     AnimateAnimatedTiles();
    01297     IncreaseDate();
    01298     RunTileLoop();
    01299     CallVehicleTicks();
    01300     CallLandscapeTick();
    01301     ClearStorageChanges(true);
    01302
    01303     AI::GameLoop();
    01304     Game::GameLoop();
    01305     UpdateLandscapingLimits();
    01306
    01307     CallWindowTickEvent();
    01308     NewsLoop();
    01309     cur_company.Restore();
    01310   }
    01311
    01312   assert(IsLocalCompany());
    01313 }
    01314
    01319 static void DoAutosave()
    01320 {
    01321   char buf[MAX_PATH];
    01322
    01323 #if defined(PSP)
    01324   /* Autosaving in networking is too time expensive for the PSP */
    01325   if (_networking) return;
    01326 #endif /* PSP */
    01327
    01328   if (_settings_client.gui.keep_all_autosave) {
    01329     GenerateDefaultSaveName(buf, lastof(buf));
    01330     strecat(buf, ".sav", lastof(buf));
    01331   } else {
    01332     static int _autosave_ctr = 0;
    01333
    01334     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01335     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01336
    01337     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01338   }
    01339
    01340   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01341   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01342     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01343   }
    01344 }
    01345
    01346 void GameLoop()
    01347 {
    01348   if (_game_mode == GM_BOOTSTRAP) {
    01349 #ifdef ENABLE_NETWORK
    01350     /* Check for UDP stuff */
    01351     if (_network_available) NetworkBackgroundLoop();
    01352 #endif
    01353     InputLoop();
    01354     return;
    01355   }
    01356
    01357   ProcessAsyncSaveFinish();
    01358
    01359   /* autosave game? */
    01360   if (_do_autosave) {
    01361     _do_autosave = false;
    01362     DoAutosave();
    01363     SetWindowDirty(WC_STATUS_BAR, 0);
    01364   }
    01365
    01366   /* switch game mode? */
    01367   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01368     SwitchToMode(_switch_mode);
    01369     _switch_mode = SM_NONE;
    01370   }
    01371
    01372   IncreaseSpriteLRU();
    01373   InteractiveRandom();
    01374
    01375   extern int _caret_timer;
    01376   _caret_timer += 3;
    01377   CursorTick();
    01378
    01379 #ifdef ENABLE_NETWORK
    01380   /* Check for UDP stuff */
    01381   if (_network_available) NetworkBackgroundLoop();
    01382
    01383   if (_networking && !HasModalProgress()) {
    01384     /* Multiplayer */
    01385     NetworkGameLoop();
    01386   } else {
    01387     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01388       /* This means that we want to reconnect to the last host
    01389        * We do this here, because it means that the network is really closed */
    01390       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01391     }
    01392     /* Singleplayer */
    01393     StateGameLoop();
    01394   }
    01395
    01396   /* Check chat messages roughly once a second. */
    01397   static uint check_message = 0;
    01398   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01399     check_message = 0;
    01400     NetworkChatMessageLoop();
    01401   }
    01402 #else
    01403   StateGameLoop();
    01404 #endif /* ENABLE_NETWORK */
    01405
    01406   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01407
    01408   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01409
    01410   InputLoop();
    01411
    01412   _sound_driver->MainLoop();
    01413   MusicLoop();
    01414 }