# openttd.cpp

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    00001 /* $Id: openttd.cpp 25583 2013-07-10 19:41:31Z 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 #include "town.h"
    00063 #include "subsidy_func.h"
    00064 #include "gfx_layout.h"
    00065
    00066
    00067 #include <stdarg.h>
    00068
    00069
    00070 void CallLandscapeTick();
    00071 void IncreaseDate();
    00072 void DoPaletteAnimations();
    00073 void MusicLoop();
    00074 void ResetMusic();
    00075 void CallWindowTickEvent();
    00076 bool HandleBootstrap();
    00077
    00078 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00079 extern void ShowOSErrorBox(const char *buf, bool system);
    00080 extern char *_config_file;
    00081
    00087 void CDECL usererror(const char *s, ...)
    00088 {
    00089   va_list va;
    00090   char buf[512];
    00091
    00092   va_start(va, s);
    00093   vsnprintf(buf, lengthof(buf), s, va);
    00094   va_end(va);
    00095
    00096   ShowOSErrorBox(buf, false);
    00097   if (_video_driver != NULL) _video_driver->Stop();
    00098
    00099   exit(1);
    00100 }
    00101
    00107 void CDECL error(const char *s, ...)
    00108 {
    00109   va_list va;
    00110   char buf[512];
    00111
    00112   va_start(va, s);
    00113   vsnprintf(buf, lengthof(buf), s, va);
    00114   va_end(va);
    00115
    00116   ShowOSErrorBox(buf, true);
    00117
    00118   /* Set the error message for the crash log and then invoke it. */
    00119   CrashLog::SetErrorMessage(buf);
    00120   abort();
    00121 }
    00122
    00127 void CDECL ShowInfoF(const char *str, ...)
    00128 {
    00129   va_list va;
    00130   char buf[1024];
    00131   va_start(va, str);
    00132   vsnprintf(buf, lengthof(buf), str, va);
    00133   va_end(va);
    00134   ShowInfo(buf);
    00135 }
    00136
    00140 static void ShowHelp()
    00141 {
    00142   char buf[8192];
    00143   char *p = buf;
    00144
    00145   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00146   p = strecpy(p,
    00147     "\n"
    00148     "\n"
    00149     "Command line options:\n"
    00150     "  -v drv              = Set video driver (see below)\n"
    00151     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00152     "  -m drv              = Set music driver (see below)\n"
    00153     "  -b drv              = Set the blitter to use (see below)\n"
    00154     "  -r res              = Set resolution (for instance 800x600)\n"
    00155     "  -h                  = Display this help text\n"
    00156     "  -t year             = Set starting year\n"
    00157     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00158     "  -e                  = Start Editor\n"
    00159     "  -g [savegame]       = Start new/save game immediately\n"
    00160     "  -G seed             = Set random seed\n"
    00161 #if defined(ENABLE_NETWORK)
    00162     "  -n [ip:port#company]= Join network game\n"
    00163     "  -p password         = Password to join server\n"
    00164     "  -P password         = Password to join company\n"
    00165     "  -D [ip][:port]      = Start dedicated server\n"
    00166     "  -l ip[:port]        = Redirect DEBUG()\n"
    00167 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00168     "  -f                  = Fork into the background (dedicated only)\n"
    00169 #endif
    00170 #endif /* ENABLE_NETWORK */
    00171     "  -I graphics_set     = Force the graphics set (see below)\n"
    00172     "  -S sounds_set       = Force the sounds set (see below)\n"
    00173     "  -M music_set        = Force the music set (see below)\n"
    00174     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00175     "  -x                  = Do not automatically save to config file on exit\n"
    00176     "  -q savegame         = Write some information about the savegame and exit\n"
    00177     "\n",
    00178     lastof(buf)
    00179   );
    00180
    00181   /* List the graphics packs */
    00182   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00183
    00184   /* List the sounds packs */
    00185   p = BaseSounds::GetSetsList(p, lastof(buf));
    00186
    00187   /* List the music packs */
    00188   p = BaseMusic::GetSetsList(p, lastof(buf));
    00189
    00190   /* List the drivers */
    00191   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00192
    00193   /* List the blitters */
    00194   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00195
    00196   /* List the debug facilities. */
    00197   p = DumpDebugFacilityNames(p, lastof(buf));
    00198
    00199   /* We need to initialize the AI, so it finds the AIs */
    00200   AI::Initialize();
    00201   p = AI::GetConsoleList(p, lastof(buf), true);
    00202   AI::Uninitialize(true);
    00203
    00204   /* We need to initialize the GameScript, so it finds the GSs */
    00205   Game::Initialize();
    00206   p = Game::GetConsoleList(p, lastof(buf), true);
    00207   Game::Uninitialize(true);
    00208
    00209   /* ShowInfo put output to stderr, but version information should go
    00210    * to stdout; this is the only exception */
    00211 #if !defined(WIN32) && !defined(WIN64)
    00212   printf("%s\n", buf);
    00213 #else
    00214   ShowInfo(buf);
    00215 #endif
    00216 }
    00217
    00218 static void WriteSavegameInfo(const char *name)
    00219 {
    00220   extern uint16 _sl_version;
    00221   uint32 last_ottd_rev = 0;
    00222   byte ever_modified = 0;
    00223   bool removed_newgrfs = false;
    00224
    00225   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
    00226
    00227   char buf[8192];
    00228   char *p = buf;
    00229   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
    00230   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
    00231   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
    00232   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
    00233
    00234   if (removed_newgrfs) {
    00235     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
    00236   }
    00237
    00238   p = strecpy(p, "NewGRFs:\n", lastof(buf));
    00239   if (_load_check_data.HasNewGrfs()) {
    00240     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
    00241       char md5sum[33];
    00242       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
    00243       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
    00244     }
    00245   }
    00246
    00247   /* ShowInfo put output to stderr, but version information should go
    00248    * to stdout; this is the only exception */
    00249 #if !defined(WIN32) && !defined(WIN64)
    00250   printf("%s\n", buf);
    00251 #else
    00252   ShowInfo(buf);
    00253 #endif
    00254 }
    00255
    00256
    00263 static void ParseResolution(Dimension *res, const char *s)
    00264 {
    00265   const char *t = strchr(s, 'x');
    00266   if (t == NULL) {
    00267     ShowInfoF("Invalid resolution '%s'", s);
    00268     return;
    00269   }
    00270
    00271   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00272   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00273 }
    00274
    00275
    00280 static void ShutdownGame()
    00281 {
    00282   IConsoleFree();
    00283
    00284   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00285
    00286   DriverFactoryBase::ShutdownDrivers();
    00287
    00288   UnInitWindowSystem();
    00289
    00290   /* stop the scripts */
    00291   AI::Uninitialize(false);
    00292   Game::Uninitialize(false);
    00293
    00294   /* Uninitialize variables that are allocated dynamically */
    00295   GamelogReset();
    00296
    00297 #ifdef ENABLE_NETWORK
    00298   free(_config_file);
    00299 #endif
    00300
    00301   PoolBase::Clean(PT_ALL);
    00302
    00303   /* No NewGRFs were loaded when it was still bootstrapping. */
    00304   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
    00305
    00306   /* Close all and any open filehandles */
    00307   FioCloseAll();
    00308
    00309   UninitFreeType();
    00310 }
    00311
    00316 static void LoadIntroGame(bool load_newgrfs = true)
    00317 {
    00318   _game_mode = GM_MENU;
    00319
    00320   if (load_newgrfs) ResetGRFConfig(false);
    00321
    00322   /* Setup main window */
    00323   ResetWindowSystem();
    00324   SetupColoursAndInitialWindow();
    00325
    00326   /* Load the default opening screen savegame */
    00327   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
    00328     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00329     WaitTillGeneratedWorld();
    00330     SetLocalCompany(COMPANY_SPECTATOR);
    00331   } else {
    00332     SetLocalCompany(COMPANY_FIRST);
    00333   }
    00334
    00335   _pause_mode = PM_UNPAUSED;
    00336   _cursor.fix_at = false;
    00337
    00338   if (load_newgrfs) CheckForMissingSprites();
    00339   CheckForMissingGlyphs();
    00340
    00341   /* Play main theme */
    00342   if (_music_driver->IsSongPlaying()) ResetMusic();
    00343 }
    00344
    00345 void MakeNewgameSettingsLive()
    00346 {
    00347   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00348     if (_settings_game.ai_config[c] != NULL) {
    00349       delete _settings_game.ai_config[c];
    00350     }
    00351   }
    00352   if (_settings_game.game_config != NULL) {
    00353     delete _settings_game.game_config;
    00354   }
    00355
    00356   /* Copy newgame settings to active settings.
    00357    * Also initialise old settings needed for savegame conversion. */
    00358   _settings_game = _settings_newgame;
    00359   _old_vds = _settings_client.company.vehicle;
    00360
    00361   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00362     _settings_game.ai_config[c] = NULL;
    00363     if (_settings_newgame.ai_config[c] != NULL) {
    00364       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00365     }
    00366   }
    00367   _settings_game.game_config = NULL;
    00368   if (_settings_newgame.game_config != NULL) {
    00369     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
    00370   }
    00371 }
    00372
    00373 void OpenBrowser(const char *url)
    00374 {
    00375   /* Make sure we only accept urls that are sure to open a browser. */
    00376   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
    00377
    00378   extern void OSOpenBrowser(const char *url);
    00379   OSOpenBrowser(url);
    00380 }
    00381
    00383 struct AfterNewGRFScan : NewGRFScanCallback {
    00384   Year startyear;
    00385   uint generation_seed;
    00386   char *dedicated_host;
    00387   uint16 dedicated_port;
    00388   char *network_conn;
    00389   const char *join_server_password;
    00390   const char *join_company_password;
    00391   bool *save_config_ptr;
    00392   bool save_config;
    00393
    00399   AfterNewGRFScan(bool *save_config_ptr) :
    00400       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
    00401       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
    00402       join_server_password(NULL), join_company_password(NULL),
    00403       save_config_ptr(save_config_ptr), save_config(true)
    00404   {
    00405   }
    00406
    00407   virtual void OnNewGRFsScanned()
    00408   {
    00409     ResetGRFConfig(false);
    00410
    00411     TarScanner::DoScan(TarScanner::SCENARIO);
    00412
    00413     AI::Initialize();
    00414     Game::Initialize();
    00415
    00416     /* We want the new (correct) NewGRF count to survive the loading. */
    00417     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
    00418     LoadFromConfig();
    00419     _settings_client.gui.last_newgrf_count = last_newgrf_count;
    00420     /* Since the default for the palette might have changed due to
    00421      * reading the configuration file, recalculate that now. */
    00422     UpdateNewGRFConfigPalette();
    00423
    00424     Game::Uninitialize(true);
    00425     AI::Uninitialize(true);
    00426     CheckConfig();
    00427     LoadFromHighScore();
    00428     LoadHotkeysFromConfig();
    00429
    00430     /* We have loaded the config, so we may possibly save it. */
    00431     *save_config_ptr = save_config;
    00432
    00433     /* restore saved music volume */
    00434     _music_driver->SetVolume(_settings_client.music.music_vol);
    00435
    00436     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00437     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00438
    00439 #if defined(ENABLE_NETWORK)
    00440     if (dedicated_host != NULL) {
    00441       _network_bind_list.Clear();
    00442       *_network_bind_list.Append() = strdup(dedicated_host);
    00443     }
    00444     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
    00445 #endif /* ENABLE_NETWORK */
    00446
    00447     /* initialize the ingame console */
    00448     IConsoleInit();
    00449     InitializeGUI();
    00450     IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00451
    00452     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00453     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00454
    00455 #ifdef ENABLE_NETWORK
    00456     if (_network_available && network_conn != NULL) {
    00457       const char *port = NULL;
    00458       const char *company = NULL;
    00459       uint16 rport = NETWORK_DEFAULT_PORT;
    00460       CompanyID join_as = COMPANY_NEW_COMPANY;
    00461
    00462       ParseConnectionString(&company, &port, network_conn);
    00463
    00464       if (company != NULL) {
    00465         join_as = (CompanyID)atoi(company);
    00466
    00467         if (join_as != COMPANY_SPECTATOR) {
    00468           join_as--;
    00469           if (join_as >= MAX_COMPANIES) {
    00470             delete this;
    00471             return;
    00472           }
    00473         }
    00474       }
    00475       if (port != NULL) rport = atoi(port);
    00476
    00477       LoadIntroGame();
    00478       _switch_mode = SM_NONE;
    00479       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00480     }
    00481 #endif /* ENABLE_NETWORK */
    00482
    00483     /* After the scan we're not used anymore. */
    00484     delete this;
    00485   }
    00486 };
    00487
    00488 #if defined(UNIX) && !defined(__MORPHOS__)
    00489 extern void DedicatedFork();
    00490 #endif
    00491
    00493 static const OptionData _options[] = {
    00494    GETOPT_SHORT_VALUE('I'),
    00495    GETOPT_SHORT_VALUE('S'),
    00496    GETOPT_SHORT_VALUE('M'),
    00497    GETOPT_SHORT_VALUE('m'),
    00498    GETOPT_SHORT_VALUE('s'),
    00499    GETOPT_SHORT_VALUE('v'),
    00500    GETOPT_SHORT_VALUE('b'),
    00501 #if defined(ENABLE_NETWORK)
    00502   GETOPT_SHORT_OPTVAL('D'),
    00503   GETOPT_SHORT_OPTVAL('n'),
    00504    GETOPT_SHORT_VALUE('l'),
    00505    GETOPT_SHORT_VALUE('p'),
    00506    GETOPT_SHORT_VALUE('P'),
    00507 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00508    GETOPT_SHORT_NOVAL('f'),
    00509 #endif
    00510 #endif /* ENABLE_NETWORK */
    00511    GETOPT_SHORT_VALUE('r'),
    00512    GETOPT_SHORT_VALUE('t'),
    00513   GETOPT_SHORT_OPTVAL('d'),
    00514    GETOPT_SHORT_NOVAL('e'),
    00515   GETOPT_SHORT_OPTVAL('g'),
    00516    GETOPT_SHORT_VALUE('G'),
    00517    GETOPT_SHORT_VALUE('c'),
    00518    GETOPT_SHORT_NOVAL('x'),
    00519    GETOPT_SHORT_VALUE('q'),
    00520    GETOPT_SHORT_NOVAL('h'),
    00521   GETOPT_END()
    00522 };
    00523
    00524
    00525 int ttd_main(int argc, char *argv[])
    00526 {
    00527   char *musicdriver = NULL;
    00528   char *sounddriver = NULL;
    00529   char *videodriver = NULL;
    00530   char *blitter = NULL;
    00531   char *graphics_set = NULL;
    00532   char *sounds_set = NULL;
    00533   char *music_set = NULL;
    00534   Dimension resolution = {0, 0};
    00535   /* AfterNewGRFScan sets save_config to true after scanning completed. */
    00536   bool save_config = false;
    00537   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
    00538 #if defined(ENABLE_NETWORK)
    00539   bool dedicated = false;
    00540   char *debuglog_conn = NULL;
    00541
    00542   extern bool _dedicated_forks;
    00543   _dedicated_forks = false;
    00544 #endif /* ENABLE_NETWORK */
    00545
    00546   _game_mode = GM_MENU;
    00547   _switch_mode = SM_MENU;
    00548   _config_file = NULL;
    00549
    00550   GetOptData mgo(argc - 1, argv + 1, _options);
    00551
    00552   int i;
    00553   while ((i = mgo.GetOpt()) != -1) {
    00554     switch (i) {
    00555     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00556     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00557     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00558     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00559     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00560     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00561     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00562 #if defined(ENABLE_NETWORK)
    00563     case 'D':
    00564       free(musicdriver);
    00565       free(sounddriver);
    00566       free(videodriver);
    00567       free(blitter);
    00568       musicdriver = strdup("null");
    00569       sounddriver = strdup("null");
    00570       videodriver = strdup("dedicated");
    00571       blitter = strdup("null");
    00572       dedicated = true;
    00573       SetDebugString("net=6");
    00574       if (mgo.opt != NULL) {
    00575         /* Use the existing method for parsing (openttd -n).
    00576          * However, we do ignore the #company part. */
    00577         const char *temp = NULL;
    00578         const char *port = NULL;
    00579         ParseConnectionString(&temp, &port, mgo.opt);
    00580         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
    00581         if (port != NULL) scanner->dedicated_port = atoi(port);
    00582       }
    00583       break;
    00584     case 'f': _dedicated_forks = true; break;
    00585     case 'n':
    00586       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00587       break;
    00588     case 'l':
    00589       debuglog_conn = mgo.opt;
    00590       break;
    00591     case 'p':
    00592       scanner->join_server_password = mgo.opt;
    00593       break;
    00594     case 'P':
    00595       scanner->join_company_password = mgo.opt;
    00596       break;
    00597 #endif /* ENABLE_NETWORK */
    00598     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00599     case 't': scanner->startyear = atoi(mgo.opt); break;
    00600     case 'd': {
    00601 #if defined(WIN32)
    00602         CreateConsole();
    00603 #endif
    00604         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00605         break;
    00606       }
    00607     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
    00608     case 'g':
    00609       if (mgo.opt != NULL) {
    00610         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00611         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
    00612         _file_to_saveload.mode = SL_LOAD;
    00613
    00614         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00615         const char *t = strrchr(_file_to_saveload.name, '.');
    00616         if (t != NULL) {
    00617           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00618           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00619         }
    00620
    00621         break;
    00622       }
    00623
    00624       _switch_mode = SM_NEWGAME;
    00625       /* Give a random map if no seed has been given */
    00626       if (scanner->generation_seed == GENERATE_NEW_SEED) {
    00627         scanner->generation_seed = InteractiveRandom();
    00628       }
    00629       break;
    00630     case 'q': {
    00631       DeterminePaths(argv[0]);
    00632       if (StrEmpty(mgo.opt)) return 1;
    00633       char title[80];
    00634       title[0] = '\0';
    00635       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
    00636
    00637       _load_check_data.Clear();
    00638       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
    00639       if (res != SL_OK || _load_check_data.HasErrors()) {
    00640         fprintf(stderr, "Failed to open savegame\n");
    00641         if (_load_check_data.HasErrors()) {
    00642           char buf[256];
    00643           SetDParamStr(0, _load_check_data.error_data);
    00644           GetString(buf, _load_check_data.error, lastof(buf));
    00645           fprintf(stderr, "%s\n", buf);
    00646         }
    00647         return 1;
    00648       }
    00649
    00650       WriteSavegameInfo(title);
    00651
    00652       return 0;
    00653     }
    00654     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
    00655     case 'c': _config_file = strdup(mgo.opt); break;
    00656     case 'x': scanner->save_config = false; break;
    00657     case 'h':
    00658       i = -2; // Force printing of help.
    00659       break;
    00660     }
    00661     if (i == -2) break;
    00662   }
    00663
    00664   if (i == -2 || mgo.numleft > 0) {
    00665     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
    00666      * In all cases, print the help, and exit.
    00667      *
    00668      * The next two functions are needed to list the graphics sets. We can't do them earlier
    00669      * because then we cannot show it on the debug console as that hasn't been configured yet. */
    00670     DeterminePaths(argv[0]);
    00671     TarScanner::DoScan(TarScanner::BASESET);
    00672     BaseGraphics::FindSets();
    00673     BaseSounds::FindSets();
    00674     BaseMusic::FindSets();
    00675     ShowHelp();
    00676     delete scanner;
    00677     return 0;
    00678   }
    00679
    00680 #if defined(WINCE) && defined(_DEBUG)
    00681   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00682   SetDebugString("4");
    00683 #endif
    00684
    00685   DeterminePaths(argv[0]);
    00686   TarScanner::DoScan(TarScanner::BASESET);
    00687
    00688 #if defined(ENABLE_NETWORK)
    00689   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00690   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00691
    00692 #if defined(UNIX) && !defined(__MORPHOS__)
    00693   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00694   if (_dedicated_forks) DedicatedFork();
    00695 #endif
    00696 #endif
    00697
    00698   LoadFromConfig(true);
    00699
    00700   if (resolution.width != 0) _cur_resolution = resolution;
    00701
    00702   /*
    00703    * The width and height must be at least 1 pixel and width times
    00704    * height times bytes per pixel must still fit within a 32 bits
    00705    * integer, even for 32 bpp video modes. This way all internal
    00706    * drawing routines work correctly.
    00707    */
    00708   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00709   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00710
    00711   /* Assume the cursor starts within the game as not all video drivers
    00712    * get an event that the cursor is within the window when it is opened.
    00713    * Saying the cursor is there makes no visible difference as it would
    00714    * just be out of the bounds of the window. */
    00715   _cursor.in_window = true;
    00716
    00717   /* enumerate language files */
    00718   InitializeLanguagePacks();
    00719
    00720   /* Initialize the regular font for FreeType */
    00721   InitFreeType(false);
    00722
    00723   /* This must be done early, since functions use the SetWindowDirty* calls */
    00724   InitWindowSystem();
    00725
    00726   BaseGraphics::FindSets();
    00727   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00728   if (!BaseGraphics::SetSet(graphics_set)) {
    00729     if (!StrEmpty(graphics_set)) {
    00730       BaseGraphics::SetSet(NULL);
    00731
    00732       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
    00733       msg.SetDParamStr(0, graphics_set);
    00734       ScheduleErrorMessage(msg);
    00735     }
    00736   }
    00737   free(graphics_set);
    00738
    00739   /* Initialize game palette */
    00740   GfxInitPalettes();
    00741
    00742   DEBUG(misc, 1, "Loading blitter...");
    00743   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00744   _blitter_autodetected = StrEmpty(blitter);
    00745   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
    00746   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
    00747     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00748       StrEmpty(blitter) ?
    00749         usererror("Failed to autoprobe blitter") :
    00750         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00751     }
    00752   }
    00753   free(blitter);
    00754
    00755   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00756   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00757   if (_video_driver == NULL) {
    00758     StrEmpty(videodriver) ?
    00759       usererror("Failed to autoprobe video driver") :
    00760       usererror("Failed to select requested video driver '%s'", videodriver);
    00761   }
    00762   free(videodriver);
    00763
    00764   /* Initialize the zoom level of the screen to normal */
    00765   _screen.zoom = ZOOM_LVL_NORMAL;
    00766
    00767   NetworkStartUp(); // initialize network-core
    00768
    00769 #if defined(ENABLE_NETWORK)
    00770   if (debuglog_conn != NULL && _network_available) {
    00771     const char *not_used = NULL;
    00772     const char *port = NULL;
    00773     uint16 rport;
    00774
    00775     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00776
    00777     ParseConnectionString(&not_used, &port, debuglog_conn);
    00778     if (port != NULL) rport = atoi(port);
    00779
    00780     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00781   }
    00782 #endif /* ENABLE_NETWORK */
    00783
    00784   if (!HandleBootstrap()) goto exit;
    00785
    00786   _video_driver->ClaimMousePointer();
    00787
    00788   /* initialize screenshot formats */
    00789   InitializeScreenshotFormats();
    00790
    00791   BaseSounds::FindSets();
    00792   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00793   if (!BaseSounds::SetSet(sounds_set)) {
    00794     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
    00795       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
    00796     } else {
    00797       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
    00798       msg.SetDParamStr(0, sounds_set);
    00799       ScheduleErrorMessage(msg);
    00800     }
    00801   }
    00802   free(sounds_set);
    00803
    00804   BaseMusic::FindSets();
    00805   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00806   if (!BaseMusic::SetSet(music_set)) {
    00807     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
    00808       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
    00809     } else {
    00810       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
    00811       msg.SetDParamStr(0, music_set);
    00812       ScheduleErrorMessage(msg);
    00813     }
    00814   }
    00815   free(music_set);
    00816
    00817   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00818   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00819   if (_sound_driver == NULL) {
    00820     StrEmpty(sounddriver) ?
    00821       usererror("Failed to autoprobe sound driver") :
    00822       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00823   }
    00824   free(sounddriver);
    00825
    00826   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00827   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00828   if (_music_driver == NULL) {
    00829     StrEmpty(musicdriver) ?
    00830       usererror("Failed to autoprobe music driver") :
    00831       usererror("Failed to select requested music driver '%s'", musicdriver);
    00832   }
    00833   free(musicdriver);
    00834
    00835   /* Take our initial lock on whatever we might want to do! */
    00836   _modal_progress_paint_mutex->BeginCritical();
    00837   _modal_progress_work_mutex->BeginCritical();
    00838
    00839   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00840   WaitTillGeneratedWorld();
    00841
    00842   LoadIntroGame(false);
    00843
    00844   CheckForMissingGlyphs();
    00845
    00846   ScanNewGRFFiles(scanner);
    00847
    00848   _video_driver->MainLoop();
    00849
    00850   WaitTillSaved();
    00851
    00852   /* only save config if we have to */
    00853   if (save_config) {
    00854     SaveToConfig();
    00855     SaveHotkeysToConfig();
    00856     SaveToHighScore();
    00857   }
    00858
    00859 exit:
    00860   /* Reset windowing system, stop drivers, free used memory, ... */
    00861   ShutdownGame();
    00862
    00863   free(BaseGraphics::ini_set);
    00864   free(BaseSounds::ini_set);
    00865   free(BaseMusic::ini_set);
    00866   free(_ini_musicdriver);
    00867   free(_ini_sounddriver);
    00868   free(_ini_videodriver);
    00869   free(_ini_blitter);
    00870
    00871   return 0;
    00872 }
    00873
    00874 void HandleExitGameRequest()
    00875 {
    00876   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
    00877     _exit_game = true;
    00878   } else if (_settings_client.gui.autosave_on_exit) {
    00879     DoExitSave();
    00880     _exit_game = true;
    00881   } else {
    00882     AskExitGame();
    00883   }
    00884 }
    00885
    00886 static void MakeNewGameDone()
    00887 {
    00888   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00889
    00890   /* In a dedicated server, the server does not play */
    00891   if (!_video_driver->HasGUI()) {
    00892     SetLocalCompany(COMPANY_SPECTATOR);
    00893     if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00894     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00895     return;
    00896   }
    00897
    00898   /* Create a single company */
    00899   DoStartupNewCompany(false);
    00900
    00901   Company *c = Company::Get(COMPANY_FIRST);
    00902   c->settings = _settings_client.company;
    00903
    00904   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00905
    00906   SetLocalCompany(COMPANY_FIRST);
    00907
    00908   InitializeRailGUI();
    00909
    00910 #ifdef ENABLE_NETWORK
    00911   /* We are the server, we start a new company (not dedicated),
    00912    * so set the default password *if* needed. */
    00913   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00914     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00915   }
    00916 #endif /* ENABLE_NETWORK */
    00917
    00918   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00919
    00920   CheckEngines();
    00921   MarkWholeScreenDirty();
    00922 }
    00923
    00924 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00925 {
    00926   _game_mode = GM_NORMAL;
    00927
    00928   ResetGRFConfig(true);
    00929
    00930   GenerateWorldSetCallback(&MakeNewGameDone);
    00931   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00932 }
    00933
    00934 static void MakeNewEditorWorldDone()
    00935 {
    00936   SetLocalCompany(OWNER_NONE);
    00937 }
    00938
    00939 static void MakeNewEditorWorld()
    00940 {
    00941   _game_mode = GM_EDITOR;
    00942
    00943   ResetGRFConfig(true);
    00944
    00945   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00946   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00947 }
    00948
    00959 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00960 {
    00961   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00962   GameMode ogm = _game_mode;
    00963
    00964   _game_mode = newgm;
    00965
    00966   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00967     case SL_OK: return true;
    00968
    00969     case SL_REINIT:
    00970 #ifdef ENABLE_NETWORK
    00971       if (_network_dedicated) {
    00972         /*
    00973          * We need to reinit a network map...
    00974          * We can't simply load the intro game here as that game has many
    00975          * special cases which make clients desync immediately. So we fall
    00976          * back to just generating a new game with the current settings.
    00977          */
    00978         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00979         MakeNewGame(false, true);
    00980         return false;
    00981       }
    00982       if (_network_server) {
    00983         /* We can't load the intro game as server, so disconnect first. */
    00984         NetworkDisconnect();
    00985       }
    00986 #endif /* ENABLE_NETWORK */
    00987
    00988       switch (ogm) {
    00989         default:
    00990         case GM_MENU:   LoadIntroGame();      break;
    00991         case GM_EDITOR: MakeNewEditorWorld(); break;
    00992       }
    00993       return false;
    00994
    00995     default:
    00996       _game_mode = ogm;
    00997       return false;
    00998   }
    00999 }
    01000
    01001 void SwitchToMode(SwitchMode new_mode)
    01002 {
    01003 #ifdef ENABLE_NETWORK
    01004   /* If we are saving something, the network stays in his current state */
    01005   if (new_mode != SM_SAVE_GAME) {
    01006     /* If the network is active, make it not-active */
    01007     if (_networking) {
    01008       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    01009         NetworkReboot();
    01010       } else {
    01011         NetworkDisconnect();
    01012       }
    01013     }
    01014
    01015     /* If we are a server, we restart the server */
    01016     if (_is_network_server) {
    01017       /* But not if we are going to the menu */
    01018       if (new_mode != SM_MENU) {
    01019         /* check if we should reload the config */
    01020         if (_settings_client.network.reload_cfg) {
    01021           LoadFromConfig();
    01022           MakeNewgameSettingsLive();
    01023           ResetGRFConfig(false);
    01024         }
    01025         NetworkServerStart();
    01026       } else {
    01027         /* This client no longer wants to be a network-server */
    01028         _is_network_server = false;
    01029       }
    01030     }
    01031   }
    01032 #endif /* ENABLE_NETWORK */
    01033   /* Make sure all AI controllers are gone at quitting game */
    01034   if (new_mode != SM_SAVE_GAME) AI::KillAll();
    01035
    01036   switch (new_mode) {
    01037     case SM_EDITOR: // Switch to scenario editor
    01038       MakeNewEditorWorld();
    01039       break;
    01040
    01041     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    01042     case SM_NEWGAME: // New Game --> 'Random game'
    01043 #ifdef ENABLE_NETWORK
    01044       if (_network_server) {
    01045         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    01046       }
    01047 #endif /* ENABLE_NETWORK */
    01048       MakeNewGame(false, new_mode == SM_NEWGAME);
    01049       break;
    01050
    01051     case SM_LOAD_GAME: { // Load game, Play Scenario
    01052       ResetGRFConfig(true);
    01053       ResetWindowSystem();
    01054
    01055       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01056         SetDParamStr(0, GetSaveLoadErrorString());
    01057         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01058       } else {
    01059         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01060           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
    01061           EngineOverrideManager::ResetToCurrentNewGRFConfig();
    01062         }
    01063         /* Update the local company for a loaded game. It is either always
    01064          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01065         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01066         /* Execute the game-start script */
    01067         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01068         /* Decrease pause counter (was increased from opening load dialog) */
    01069         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01070 #ifdef ENABLE_NETWORK
    01071         if (_network_server) {
    01072           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01073         }
    01074 #endif /* ENABLE_NETWORK */
    01075       }
    01076       break;
    01077     }
    01078
    01079     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01080 #ifdef ENABLE_NETWORK
    01081       if (_network_server) {
    01082         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01083       }
    01084 #endif /* ENABLE_NETWORK */
    01085       MakeNewGame(true, true);
    01086       break;
    01087
    01088     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01089       SetLocalCompany(OWNER_NONE);
    01090
    01091       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01092       MarkWholeScreenDirty();
    01093       break;
    01094
    01095     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01096       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01097         SetLocalCompany(OWNER_NONE);
    01098         _settings_newgame.game_creation.starting_year = _cur_year;
    01099         /* Cancel the saveload pausing */
    01100         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01101       } else {
    01102         SetDParamStr(0, GetSaveLoadErrorString());
    01103         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01104       }
    01105       break;
    01106     }
    01107
    01108     case SM_MENU: // Switch to game intro menu
    01109       LoadIntroGame();
    01110       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01111         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01112         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01113       }
    01114       break;
    01115
    01116     case SM_SAVE_GAME: // Save game.
    01117       /* Make network saved games on pause compatible to singleplayer */
    01118       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01119         SetDParamStr(0, GetSaveLoadErrorString());
    01120         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01121       } else {
    01122         DeleteWindowById(WC_SAVELOAD, 0);
    01123       }
    01124       break;
    01125
    01126     case SM_SAVE_HEIGHTMAP: // Save heightmap.
    01127       MakeHeightmapScreenshot(_file_to_saveload.name);
    01128       DeleteWindowById(WC_SAVELOAD, 0);
    01129       break;
    01130
    01131     case SM_GENRANDLAND: // Generate random land within scenario editor
    01132       SetLocalCompany(OWNER_NONE);
    01133       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01134       /* XXX: set date */
    01135       MarkWholeScreenDirty();
    01136       break;
    01137
    01138     default: NOT_REACHED();
    01139   }
    01140 }
    01141
    01142
    01149 static void CheckCaches()
    01150 {
    01151   /* Return here so it is easy to add checks that are run
    01152    * always to aid testing of caches. */
    01153   if (_debug_desync_level <= 1) return;
    01154
    01155   /* Check the town caches. */
    01156   SmallVector<TownCache, 4> old_town_caches;
    01157   Town *t;
    01158   FOR_ALL_TOWNS(t) {
    01159     MemCpyT(old_town_caches.Append(), &t->cache);
    01160   }
    01161
    01162   extern void RebuildTownCaches();
    01163   RebuildTownCaches();
    01164   RebuildSubsidisedSourceAndDestinationCache();
    01165
    01166   uint i = 0;
    01167   FOR_ALL_TOWNS(t) {
    01168     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
    01169       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
    01170     }
    01171     i++;
    01172   }
    01173
    01174   /* Check company infrastructure cache. */
    01175   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
    01176   Company *c;
    01177   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
    01178
    01179   extern void AfterLoadCompanyStats();
    01180   AfterLoadCompanyStats();
    01181
    01182   i = 0;
    01183   FOR_ALL_COMPANIES(c) {
    01184     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
    01185       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
    01186     }
    01187     i++;
    01188   }
    01189
    01190   /* Strict checking of the road stop cache entries */
    01191   const RoadStop *rs;
    01192   FOR_ALL_ROADSTOPS(rs) {
    01193     if (IsStandardRoadStopTile(rs->xy)) continue;
    01194
    01195     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01196     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01197     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01198   }
    01199
    01200   Vehicle *v;
    01201   FOR_ALL_VEHICLES(v) {
    01202     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01203     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01204
    01205     uint length = 0;
    01206     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01207
    01208     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01209     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01210     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01211     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01212
    01213     length = 0;
    01214     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01215       FillNewGRFVehicleCache(u);
    01216       grf_cache[length] = u->grf_cache;
    01217       veh_cache[length] = u->vcache;
    01218       switch (u->type) {
    01219         case VEH_TRAIN:
    01220           gro_cache[length] = Train::From(u)->gcache;
    01221           tra_cache[length] = Train::From(u)->tcache;
    01222           break;
    01223         case VEH_ROAD:
    01224           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01225           break;
    01226         default:
    01227           break;
    01228       }
    01229       length++;
    01230     }
    01231
    01232     switch (v->type) {
    01233       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01234       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01235       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01236       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01237       default: break;
    01238     }
    01239
    01240     length = 0;
    01241     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01242       FillNewGRFVehicleCache(u);
    01243       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01244         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);
    01245       }
    01246       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01247         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);
    01248       }
    01249       switch (u->type) {
    01250         case VEH_TRAIN:
    01251           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01252             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);
    01253           }
    01254           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01255             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01256           }
    01257           break;
    01258         case VEH_ROAD:
    01259           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01260             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);
    01261           }
    01262           break;
    01263         default:
    01264           break;
    01265       }
    01266       length++;
    01267     }
    01268
    01269     free(grf_cache);
    01270     free(veh_cache);
    01271     free(gro_cache);
    01272     free(tra_cache);
    01273   }
    01274
    01275   /* Check whether the caches are still valid */
    01276   FOR_ALL_VEHICLES(v) {
    01277     byte buff[sizeof(VehicleCargoList)];
    01278     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01279     v->cargo.InvalidateCache();
    01280     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01281   }
    01282
    01283   Station *st;
    01284   FOR_ALL_STATIONS(st) {
    01285     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01286       byte buff[sizeof(StationCargoList)];
    01287       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01288       st->goods[c].cargo.InvalidateCache();
    01289       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01290     }
    01291   }
    01292 }
    01293
    01299 void StateGameLoop()
    01300 {
    01301   /* don't execute the state loop during pause */
    01302   if (_pause_mode != PM_UNPAUSED) {
    01303     UpdateLandscapingLimits();
    01304     Game::GameLoop();
    01305     CallWindowTickEvent();
    01306     return;
    01307   }
    01308   if (HasModalProgress()) return;
    01309
    01310   ClearStorageChanges(false);
    01311
    01312   Layouter::ReduceLineCache();
    01313
    01314   if (_game_mode == GM_EDITOR) {
    01315     RunTileLoop();
    01316     CallVehicleTicks();
    01317     CallLandscapeTick();
    01318     ClearStorageChanges(true);
    01319     UpdateLandscapingLimits();
    01320
    01321     CallWindowTickEvent();
    01322     NewsLoop();
    01323   } else {
    01324     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01325       /* Save the desync savegame if needed. */
    01326       char name[MAX_PATH];
    01327       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01328       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01329     }
    01330
    01331     CheckCaches();
    01332
    01333     /* All these actions has to be done from OWNER_NONE
    01334      *  for multiplayer compatibility */
    01335     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01336
    01337     AnimateAnimatedTiles();
    01338     IncreaseDate();
    01339     RunTileLoop();
    01340     CallVehicleTicks();
    01341     CallLandscapeTick();
    01342     ClearStorageChanges(true);
    01343
    01344     AI::GameLoop();
    01345     Game::GameLoop();
    01346     UpdateLandscapingLimits();
    01347
    01348     CallWindowTickEvent();
    01349     NewsLoop();
    01350     cur_company.Restore();
    01351   }
    01352
    01353   assert(IsLocalCompany());
    01354 }
    01355
    01360 static void DoAutosave()
    01361 {
    01362   char buf[MAX_PATH];
    01363
    01364 #if defined(PSP)
    01365   /* Autosaving in networking is too time expensive for the PSP */
    01366   if (_networking) return;
    01367 #endif /* PSP */
    01368
    01369   if (_settings_client.gui.keep_all_autosave) {
    01370     GenerateDefaultSaveName(buf, lastof(buf));
    01371     strecat(buf, ".sav", lastof(buf));
    01372   } else {
    01373     static int _autosave_ctr = 0;
    01374
    01375     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01376     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01377
    01378     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01379   }
    01380
    01381   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01382   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01383     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01384   }
    01385 }
    01386
    01387 void GameLoop()
    01388 {
    01389   if (_game_mode == GM_BOOTSTRAP) {
    01390 #ifdef ENABLE_NETWORK
    01391     /* Check for UDP stuff */
    01392     if (_network_available) NetworkBackgroundLoop();
    01393 #endif
    01394     InputLoop();
    01395     return;
    01396   }
    01397
    01398   ProcessAsyncSaveFinish();
    01399
    01400   /* autosave game? */
    01401   if (_do_autosave) {
    01402     _do_autosave = false;
    01403     DoAutosave();
    01404     SetWindowDirty(WC_STATUS_BAR, 0);
    01405   }
    01406
    01407   /* switch game mode? */
    01408   if (_switch_mode != SM_NONE && !HasModalProgress()) {
    01409     SwitchToMode(_switch_mode);
    01410     _switch_mode = SM_NONE;
    01411   }
    01412
    01413   IncreaseSpriteLRU();
    01414   InteractiveRandom();
    01415
    01416   extern int _caret_timer;
    01417   _caret_timer += 3;
    01418   CursorTick();
    01419
    01420 #ifdef ENABLE_NETWORK
    01421   /* Check for UDP stuff */
    01422   if (_network_available) NetworkBackgroundLoop();
    01423
    01424   if (_networking && !HasModalProgress()) {
    01425     /* Multiplayer */
    01426     NetworkGameLoop();
    01427   } else {
    01428     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01429       /* This means that we want to reconnect to the last host
    01430        * We do this here, because it means that the network is really closed */
    01431       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01432     }
    01433     /* Singleplayer */
    01434     StateGameLoop();
    01435   }
    01436
    01437   /* Check chat messages roughly once a second. */
    01438   static uint check_message = 0;
    01439   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01440     check_message = 0;
    01441     NetworkChatMessageLoop();
    01442   }
    01443 #else
    01444   StateGameLoop();
    01445 #endif /* ENABLE_NETWORK */
    01446
    01447   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01448
    01449   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01450
    01451   InputLoop();
    01452
    01453   _sound_driver->MainLoop();
    01454   MusicLoop();
    01455 }