Add standard library header includes to precompiled header. Fix several uses of strin...
[openttd-joker.git] / src / openttd.cpp
blob8f34b487b5e828733257bfe9ac7f7abe063f5900
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
8 */
10 /** @file openttd.cpp Functions related to starting OpenTTD. */
12 #include "stdafx.h"
14 #include "blitter/factory.hpp"
15 #include "sound/sound_driver.hpp"
16 #include "music/music_driver.hpp"
17 #include "video/video_driver.hpp"
19 #include "fontcache.h"
20 #include "error.h"
21 #include "gui.h"
23 #include "base_media_base.h"
24 #include "saveload/saveload.h"
25 #include "company_func.h"
26 #include "command_func.h"
27 #include "news_func.h"
28 #include "fios.h"
29 #include "aircraft.h"
30 #include "roadveh.h"
31 #include "train.h"
32 #include "ship.h"
33 #include "console_func.h"
34 #include "screenshot.h"
35 #include "network/network.h"
36 #include "network/network_func.h"
37 #include "ai/ai.hpp"
38 #include "ai/ai_config.hpp"
39 #include "settings_func.h"
40 #include "genworld.h"
41 #include "progress.h"
42 #include "strings_func.h"
43 #include "date_func.h"
44 #include "vehicle_func.h"
45 #include "gamelog.h"
46 #include "animated_tile_func.h"
47 #include "roadstop_base.h"
48 #include "elrail_func.h"
49 #include "rev.h"
50 #include "highscore.h"
51 #include "station_base.h"
52 #include "crashlog.h"
53 #include "engine_func.h"
54 #include "core/random_func.hpp"
55 #include "rail_gui.h"
56 #include "core/backup_type.hpp"
57 #include "hotkeys.h"
58 #include "newgrf.h"
59 #include "newgrf_commons.h"
60 #include "misc/getoptdata.h"
61 #include "game/game.hpp"
62 #include "game/game_config.hpp"
63 #include "town.h"
64 #include "subsidy_func.h"
65 #include "gfx_layout.h"
66 #include "viewport_sprite_sorter.h"
67 #include "smallmap_gui.h"
68 #include "viewport_func.h"
69 #include "bridge_signal_map.h"
70 #include "zoning.h"
72 #include "linkgraph/linkgraphschedule.h"
73 #include "tracerestrict.h"
75 #include <stdarg.h>
77 #include "safeguards.h"
79 void CallLandscapeTick();
80 void IncreaseDate();
81 void DoPaletteAnimations();
82 void MusicLoop();
83 void ResetMusic();
84 void CallWindowTickEvent();
85 bool HandleBootstrap();
87 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
88 extern void ShowOSErrorBox(const char *buf, bool system);
89 extern char *_config_file;
91 /**
92 * Error handling for fatal user errors.
93 * @param s the string to print.
94 * @note Does NEVER return.
96 void CDECL usererror(const char *s, ...)
98 va_list va;
99 char buf[512];
101 va_start(va, s);
102 vseprintf(buf, lastof(buf), s, va);
103 va_end(va);
105 ShowOSErrorBox(buf, false);
106 if (VideoDriver::GetInstance() != NULL) VideoDriver::GetInstance()->Stop();
108 exit(1);
112 * Error handling for fatal non-user errors.
113 * @param s the string to print.
114 * @note Does NEVER return.
116 void CDECL error(const char *s, ...)
118 va_list va;
119 char buf[512];
121 va_start(va, s);
122 vseprintf(buf, lastof(buf), s, va);
123 va_end(va);
125 ShowOSErrorBox(buf, true);
127 /* Set the error message for the crash log and then invoke it. */
128 CrashLog::SetErrorMessage(buf);
129 abort();
132 void CDECL assert_msg_error(int line, const char *file, const char *expr, const char *str, ...)
134 va_list va;
135 char buf[2048];
137 char *b = buf;
138 b += seprintf(b, lastof(buf), "Assertion failed at line %i of %s: %s\n\t", line, file, expr);
140 va_start(va, str);
141 vseprintf(b, lastof(buf), str, va);
142 va_end(va);
144 ShowOSErrorBox(buf, true);
146 /* Set the error message for the crash log and then invoke it. */
147 CrashLog::SetErrorMessage(buf);
148 abort();
152 * Shows some information on the console/a popup box depending on the OS.
153 * @param str the text to show.
155 void CDECL ShowInfoF(const char *str, ...)
157 va_list va;
158 char buf[1024];
159 va_start(va, str);
160 vseprintf(buf, lastof(buf), str, va);
161 va_end(va);
162 ShowInfo(buf);
166 * Show the help message when someone passed a wrong parameter.
168 static void ShowHelp()
170 char buf[8192];
171 char *p = buf;
173 p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
174 p = strecpy(p,
175 "\n"
176 "\n"
177 "Command line options:\n"
178 " -v drv = Set video driver (see below)\n"
179 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
180 " -m drv = Set music driver (see below)\n"
181 " -b drv = Set the blitter to use (see below)\n"
182 " -r res = Set resolution (for instance 800x600)\n"
183 " -h = Display this help text\n"
184 " -t year = Set starting year\n"
185 " -d [[fac=]lvl[,...]]= Debug mode\n"
186 " -e = Start Editor\n"
187 " -g [savegame] = Start new/save game immediately\n"
188 " -G seed = Set random seed\n"
189 #if defined(ENABLE_NETWORK)
190 " -n [ip:port#company]= Join network game\n"
191 " -p password = Password to join server\n"
192 " -P password = Password to join company\n"
193 " -D [ip][:port] = Start dedicated server\n"
194 " -l ip[:port] = Redirect DEBUG()\n"
195 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
196 " -f = Fork into the background (dedicated only)\n"
197 #endif
198 #endif /* ENABLE_NETWORK */
199 " -I graphics_set = Force the graphics set (see below)\n"
200 " -S sounds_set = Force the sounds set (see below)\n"
201 " -M music_set = Force the music set (see below)\n"
202 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
203 " -x = Do not automatically save to config file on exit\n"
204 " -q savegame = Write some information about the savegame and exit\n"
205 "\n",
206 lastof(buf)
209 /* List the graphics packs */
210 p = BaseGraphics::GetSetsList(p, lastof(buf));
212 /* List the sounds packs */
213 p = BaseSounds::GetSetsList(p, lastof(buf));
215 /* List the music packs */
216 p = BaseMusic::GetSetsList(p, lastof(buf));
218 /* List the drivers */
219 p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
221 /* List the blitters */
222 p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
224 /* List the debug facilities. */
225 p = DumpDebugFacilityNames(p, lastof(buf));
227 /* We need to initialize the AI, so it finds the AIs */
228 AI::Initialize();
229 p = AI::GetConsoleList(p, lastof(buf), true);
230 AI::Uninitialize(true);
232 /* We need to initialize the GameScript, so it finds the GSs */
233 Game::Initialize();
234 p = Game::GetConsoleList(p, lastof(buf), true);
235 Game::Uninitialize(true);
237 /* ShowInfo put output to stderr, but version information should go
238 * to stdout; this is the only exception */
239 #if !defined(WIN32) && !defined(WIN64)
240 printf("%s\n", buf);
241 #else
242 ShowInfo(buf);
243 #endif
246 static void WriteSavegameInfo(const char *name)
248 extern uint16 _sl_version;
249 uint32 last_ottd_rev = 0;
250 byte ever_modified = 0;
251 bool removed_newgrfs = false;
253 GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
255 char buf[8192];
256 char *p = buf;
257 p += seprintf(p, lastof(buf), "Name: %s\n", name);
258 p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
259 p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
260 p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
262 if (removed_newgrfs) {
263 p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
266 p = strecpy(p, "NewGRFs:\n", lastof(buf));
267 if (_load_check_data.HasNewGrfs()) {
268 for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
269 char md5sum[33];
270 md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
271 p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
275 /* ShowInfo put output to stderr, but version information should go
276 * to stdout; this is the only exception */
277 #if !defined(WIN32) && !defined(WIN64)
278 printf("%s\n", buf);
279 #else
280 ShowInfo(buf);
281 #endif
286 * Extract the resolution from the given string and store
287 * it in the 'res' parameter.
288 * @param res variable to store the resolution in.
289 * @param s the string to decompose.
291 static void ParseResolution(Dimension *res, const char *s)
293 const char *t = strchr(s, 'x');
294 if (t == NULL) {
295 ShowInfoF("Invalid resolution '%s'", s);
296 return;
299 res->width = max(strtoul(s, NULL, 0), 64UL);
300 res->height = max(strtoul(t + 1, NULL, 0), 64UL);
305 * Unitializes drivers, frees allocated memory, cleans pools, ...
306 * Generally, prepares the game for shutting down
308 static void ShutdownGame()
310 IConsoleFree();
312 if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
314 DriverFactoryBase::ShutdownDrivers();
316 UnInitWindowSystem();
318 /* stop the scripts */
319 AI::Uninitialize(false);
320 Game::Uninitialize(false);
322 /* Uninitialize variables that are allocated dynamically */
323 GamelogReset();
325 #ifdef ENABLE_NETWORK
326 free(_config_file);
327 #endif
329 LinkGraphSchedule::Clear();
330 ClearBridgeSimulatedSignalMapping();
331 ClearTraceRestrictMapping();
332 PoolBase::Clean(PT_ALL);
334 ClearZoningCaches();
336 /* No NewGRFs were loaded when it was still bootstrapping. */
337 if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
339 /* Close all and any open filehandles */
340 FioCloseAll();
342 UninitFreeType();
344 ClearCommandLog();
346 ViewportMapClearTunnelCache();
350 * Load the introduction game.
351 * @param load_newgrfs Whether to load the NewGRFs or not.
353 static void LoadIntroGame(bool load_newgrfs = true)
355 _game_mode = GM_MENU;
357 if (load_newgrfs) ResetGRFConfig(false);
359 /* Setup main window */
360 ResetWindowSystem();
361 SetupColoursAndInitialWindow();
363 /* Load the default opening screen savegame */
364 if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
365 GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
366 WaitTillGeneratedWorld();
367 SetLocalCompany(COMPANY_SPECTATOR);
368 } else {
369 SetLocalCompany(COMPANY_FIRST);
372 _pause_mode = PM_UNPAUSED;
373 _cursor.fix_at = false;
375 CheckForMissingGlyphs();
377 /* Play main theme */
378 if (MusicDriver::GetInstance()->IsSongPlaying()) ResetMusic();
381 void MakeNewgameSettingsLive()
383 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
384 if (_settings_game.ai_config[c] != NULL) {
385 delete _settings_game.ai_config[c];
388 if (_settings_game.game_config != NULL) {
389 delete _settings_game.game_config;
392 /* Copy newgame settings to active settings.
393 * Also initialise old settings needed for savegame conversion. */
394 _settings_game = _settings_newgame;
395 _old_vds = _settings_client.company.vehicle;
397 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
398 _settings_game.ai_config[c] = NULL;
399 if (_settings_newgame.ai_config[c] != NULL) {
400 _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
403 _settings_game.game_config = NULL;
404 if (_settings_newgame.game_config != NULL) {
405 _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
409 void OpenBrowser(const char *url)
411 /* Make sure we only accept urls that are sure to open a browser. */
412 if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
414 extern void OSOpenBrowser(const char *url);
415 OSOpenBrowser(url);
418 /** Callback structure of statements to be executed after the NewGRF scan. */
419 struct AfterNewGRFScan : NewGRFScanCallback {
420 Year startyear; ///< The start year.
421 uint generation_seed; ///< Seed for the new game.
422 char *dedicated_host; ///< Hostname for the dedicated server.
423 uint16 dedicated_port; ///< Port for the dedicated server.
424 char *network_conn; ///< Information about the server to connect to, or NULL.
425 const char *join_server_password; ///< The password to join the server with.
426 const char *join_company_password; ///< The password to join the company with.
427 bool *save_config_ptr; ///< The pointer to the save config setting.
428 bool save_config; ///< The save config setting.
431 * Create a new callback.
432 * @param save_config_ptr Pointer to the save_config local variable which
433 * decides whether to save of exit or not.
435 AfterNewGRFScan(bool *save_config_ptr) :
436 startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
437 dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
438 join_server_password(NULL), join_company_password(NULL),
439 save_config_ptr(save_config_ptr), save_config(true)
443 virtual void OnNewGRFsScanned()
445 ResetGRFConfig(false);
447 TarScanner::DoScan(TarScanner::SCENARIO);
449 AI::Initialize();
450 Game::Initialize();
452 /* We want the new (correct) NewGRF count to survive the loading. */
453 uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
454 LoadFromConfig();
455 _settings_client.gui.last_newgrf_count = last_newgrf_count;
456 /* Since the default for the palette might have changed due to
457 * reading the configuration file, recalculate that now. */
458 UpdateNewGRFConfigPalette();
460 Game::Uninitialize(true);
461 AI::Uninitialize(true);
462 CheckConfig();
463 LoadFromHighScore();
464 LoadHotkeysFromConfig();
465 WindowDesc::LoadFromConfig();
467 /* We have loaded the config, so we may possibly save it. */
468 *save_config_ptr = save_config;
470 /* restore saved music volume */
471 MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
473 if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
474 if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
476 #if defined(ENABLE_NETWORK)
477 if (dedicated_host != NULL) {
478 _network_bind_list.Clear();
479 *_network_bind_list.Append() = stredup(dedicated_host);
481 if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
482 #endif /* ENABLE_NETWORK */
484 /* initialize the ingame console */
485 IConsoleInit();
486 InitializeGUI();
487 IConsoleCmdExec("exec scripts/autoexec.scr 0");
489 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
490 if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
492 #ifdef ENABLE_NETWORK
493 if (_network_available && network_conn != NULL) {
494 const char *port = NULL;
495 const char *company = NULL;
496 uint16 rport = NETWORK_DEFAULT_PORT;
497 CompanyID join_as = COMPANY_NEW_COMPANY;
499 ParseConnectionString(&company, &port, network_conn);
501 if (company != NULL) {
502 join_as = (CompanyID)atoi(company);
504 if (join_as != COMPANY_SPECTATOR) {
505 join_as--;
506 if (join_as >= MAX_COMPANIES) {
507 delete this;
508 return;
512 if (port != NULL) rport = atoi(port);
514 LoadIntroGame();
515 _switch_mode = SM_NONE;
516 NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
518 #endif /* ENABLE_NETWORK */
520 /* After the scan we're not used anymore. */
521 delete this;
525 #if defined(UNIX) && !defined(__MORPHOS__)
526 extern void DedicatedFork();
527 #endif
529 /** Options of OpenTTD. */
530 static const OptionData _options[] = {
531 GETOPT_SHORT_VALUE('I'),
532 GETOPT_SHORT_VALUE('S'),
533 GETOPT_SHORT_VALUE('M'),
534 GETOPT_SHORT_VALUE('m'),
535 GETOPT_SHORT_VALUE('s'),
536 GETOPT_SHORT_VALUE('v'),
537 GETOPT_SHORT_VALUE('b'),
538 #if defined(ENABLE_NETWORK)
539 GETOPT_SHORT_OPTVAL('D'),
540 GETOPT_SHORT_OPTVAL('n'),
541 GETOPT_SHORT_VALUE('l'),
542 GETOPT_SHORT_VALUE('p'),
543 GETOPT_SHORT_VALUE('P'),
544 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
545 GETOPT_SHORT_NOVAL('f'),
546 #endif
547 #endif /* ENABLE_NETWORK */
548 GETOPT_SHORT_VALUE('r'),
549 GETOPT_SHORT_VALUE('t'),
550 GETOPT_SHORT_OPTVAL('d'),
551 GETOPT_SHORT_NOVAL('e'),
552 GETOPT_SHORT_OPTVAL('g'),
553 GETOPT_SHORT_VALUE('G'),
554 GETOPT_SHORT_VALUE('c'),
555 GETOPT_SHORT_NOVAL('x'),
556 GETOPT_SHORT_VALUE('q'),
557 GETOPT_SHORT_NOVAL('h'),
558 GETOPT_END()
562 * Main entry point for this lovely game.
563 * @param argc The number of arguments passed to this game.
564 * @param argv The values of the arguments.
565 * @return 0 when there is no error.
567 int openttd_main(int argc, char *argv[])
569 char *musicdriver = NULL;
570 char *sounddriver = NULL;
571 char *videodriver = NULL;
572 char *blitter = NULL;
573 char *graphics_set = NULL;
574 char *sounds_set = NULL;
575 char *music_set = NULL;
576 Dimension resolution = {0, 0};
577 /* AfterNewGRFScan sets save_config to true after scanning completed. */
578 bool save_config = false;
579 AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
580 #if defined(ENABLE_NETWORK)
581 bool dedicated = false;
582 char *debuglog_conn = NULL;
584 extern bool _dedicated_forks;
585 _dedicated_forks = false;
586 #endif /* ENABLE_NETWORK */
588 _game_mode = GM_MENU;
589 _switch_mode = SM_MENU;
590 _config_file = NULL;
592 GetOptData mgo(argc - 1, argv + 1, _options);
593 int ret = 0;
595 int i;
596 while ((i = mgo.GetOpt()) != -1) {
597 switch (i) {
598 case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break;
599 case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break;
600 case 'M': free(music_set); music_set = stredup(mgo.opt); break;
601 case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break;
602 case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
603 case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
604 case 'b': free(blitter); blitter = stredup(mgo.opt); break;
605 #if defined(ENABLE_NETWORK)
606 case 'D':
607 free(musicdriver);
608 free(sounddriver);
609 free(videodriver);
610 free(blitter);
611 musicdriver = stredup("null");
612 sounddriver = stredup("null");
613 videodriver = stredup("dedicated");
614 blitter = stredup("null");
615 dedicated = true;
616 SetDebugString("net=6");
617 if (mgo.opt != NULL) {
618 /* Use the existing method for parsing (openttd -n).
619 * However, we do ignore the #company part. */
620 const char *temp = NULL;
621 const char *port = NULL;
622 ParseConnectionString(&temp, &port, mgo.opt);
623 if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
624 if (port != NULL) scanner->dedicated_port = atoi(port);
626 break;
627 case 'f': _dedicated_forks = true; break;
628 case 'n':
629 scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
630 break;
631 case 'l':
632 debuglog_conn = mgo.opt;
633 break;
634 case 'p':
635 scanner->join_server_password = mgo.opt;
636 break;
637 case 'P':
638 scanner->join_company_password = mgo.opt;
639 break;
640 #endif /* ENABLE_NETWORK */
641 case 'r': ParseResolution(&resolution, mgo.opt); break;
642 case 't': scanner->startyear = atoi(mgo.opt); break;
643 case 'd': {
644 #if defined(WIN32)
645 CreateConsole();
646 #endif
647 if (mgo.opt != NULL) SetDebugString(mgo.opt);
648 break;
650 case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
651 case 'g':
652 if (mgo.opt != NULL) {
653 _file_to_saveload.SetName(mgo.opt);
654 bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
655 _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
656 _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
658 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
659 const char *t = strrchr(_file_to_saveload.name, '.');
660 if (t != NULL) {
661 FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, NULL, NULL);
662 if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
665 break;
668 _switch_mode = SM_NEWGAME;
669 /* Give a random map if no seed has been given */
670 if (scanner->generation_seed == GENERATE_NEW_SEED) {
671 scanner->generation_seed = InteractiveRandom();
673 break;
674 case 'q': {
675 DeterminePaths(argv[0]);
676 if (StrEmpty(mgo.opt)) {
677 ret = 1;
678 goto exit_noshutdown;
681 char title[80];
682 title[0] = '\0';
683 FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
685 _load_check_data.Clear();
686 SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
687 if (res != SL_OK || _load_check_data.HasErrors()) {
688 fprintf(stderr, "Failed to open savegame\n");
689 if (_load_check_data.HasErrors()) {
690 char buf[256];
691 SetDParamStr(0, _load_check_data.error_data);
692 GetString(buf, _load_check_data.error, lastof(buf));
693 fprintf(stderr, "%s\n", buf);
695 goto exit_noshutdown;
698 WriteSavegameInfo(title);
700 goto exit_noshutdown;
702 case 'G': scanner->generation_seed = atoi(mgo.opt); break;
703 case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
704 case 'x': scanner->save_config = false; break;
705 case 'h':
706 i = -2; // Force printing of help.
707 break;
709 if (i == -2) break;
712 if (i == -2 || mgo.numleft > 0) {
713 /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
714 * In all cases, print the help, and exit.
716 * The next two functions are needed to list the graphics sets. We can't do them earlier
717 * because then we cannot show it on the debug console as that hasn't been configured yet. */
718 DeterminePaths(argv[0]);
719 TarScanner::DoScan(TarScanner::BASESET);
720 BaseGraphics::FindSets();
721 BaseSounds::FindSets();
722 BaseMusic::FindSets();
723 ShowHelp();
725 goto exit_noshutdown;
728 #if defined(WINCE) && defined(_DEBUG)
729 /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
730 SetDebugString("4");
731 #endif
733 DeterminePaths(argv[0]);
734 TarScanner::DoScan(TarScanner::BASESET);
736 #if defined(ENABLE_NETWORK)
737 if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
738 if (_dedicated_forks && !dedicated) _dedicated_forks = false;
740 #if defined(UNIX) && !defined(__MORPHOS__)
741 /* We must fork here, or we'll end up without some resources we need (like sockets) */
742 if (_dedicated_forks) DedicatedFork();
743 #endif
744 #endif
746 LoadFromConfig(true);
748 if (resolution.width != 0) _cur_resolution = resolution;
751 * The width and height must be at least 1 pixel and width times
752 * height times bytes per pixel must still fit within a 32 bits
753 * integer, even for 32 bpp video modes. This way all internal
754 * drawing routines work correctly.
756 _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2);
757 _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
759 /* Assume the cursor starts within the game as not all video drivers
760 * get an event that the cursor is within the window when it is opened.
761 * Saying the cursor is there makes no visible difference as it would
762 * just be out of the bounds of the window. */
763 _cursor.in_window = true;
765 /* enumerate language files */
766 InitializeLanguagePacks();
768 /* Initialize the regular font for FreeType */
769 InitFreeType(false);
771 /* This must be done early, since functions use the SetWindowDirty* calls */
772 InitWindowSystem();
774 BaseGraphics::FindSets();
775 if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set);
776 if (!BaseGraphics::SetSet(graphics_set)) {
777 if (!StrEmpty(graphics_set)) {
778 BaseGraphics::SetSet(NULL);
780 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
781 msg.SetDParamStr(0, graphics_set);
782 ScheduleErrorMessage(msg);
785 free(graphics_set);
787 /* Initialize game palette */
788 GfxInitPalettes();
790 DEBUG(misc, 1, "Loading blitter...");
791 if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter);
792 _blitter_autodetected = StrEmpty(blitter);
793 /* Activate the initial blitter.
794 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
795 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
796 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
797 * - Use 8bpp blitter otherwise.
799 if (!_blitter_autodetected ||
800 (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
801 BlitterFactory::SelectBlitter("32bpp-anim") == NULL) {
802 if (BlitterFactory::SelectBlitter(blitter) == NULL) {
803 StrEmpty(blitter) ?
804 usererror("Failed to autoprobe blitter") :
805 usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
808 free(blitter);
810 if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver);
811 DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
812 free(videodriver);
814 InitializeSpriteSorter();
816 /* Initialize the zoom level of the screen to normal */
817 _screen.zoom = ZOOM_LVL_NORMAL;
819 NetworkStartUp(); // initialize network-core
821 #if defined(ENABLE_NETWORK)
822 if (debuglog_conn != NULL && _network_available) {
823 const char *not_used = NULL;
824 const char *port = NULL;
825 uint16 rport;
827 rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
829 ParseConnectionString(&not_used, &port, debuglog_conn);
830 if (port != NULL) rport = atoi(port);
832 NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
834 #endif /* ENABLE_NETWORK */
836 if (!HandleBootstrap()) {
837 ShutdownGame();
839 goto exit_bootstrap;
842 VideoDriver::GetInstance()->ClaimMousePointer();
844 /* initialize screenshot formats */
845 InitializeScreenshotFormats();
847 BaseSounds::FindSets();
848 if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set);
849 if (!BaseSounds::SetSet(sounds_set)) {
850 if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
851 usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
852 } else {
853 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
854 msg.SetDParamStr(0, sounds_set);
855 ScheduleErrorMessage(msg);
858 free(sounds_set);
860 BaseMusic::FindSets();
861 if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set);
862 if (!BaseMusic::SetSet(music_set)) {
863 if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
864 usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
865 } else {
866 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
867 msg.SetDParamStr(0, music_set);
868 ScheduleErrorMessage(msg);
871 free(music_set);
873 if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver);
874 DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
875 free(sounddriver);
877 if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver);
878 DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
879 free(musicdriver);
881 /* Take our initial lock on whatever we might want to do! */
882 _modal_progress_paint_mutex->BeginCritical();
883 _modal_progress_work_mutex->BeginCritical();
885 GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
886 WaitTillGeneratedWorld();
888 LoadIntroGame(false);
890 CheckForMissingGlyphs();
892 /* ScanNewGRFFiles now has control over the scanner. */
893 ScanNewGRFFiles(scanner);
894 scanner = NULL;
896 VideoDriver::GetInstance()->MainLoop();
898 WaitTillSaved();
900 /* only save config if we have to */
901 if (save_config) {
902 SaveToConfig();
903 SaveHotkeysToConfig();
904 WindowDesc::SaveToConfig();
905 SaveToHighScore();
908 /* Reset windowing system, stop drivers, free used memory, ... */
909 ShutdownGame();
910 goto exit_normal;
912 exit_noshutdown:
913 /* These three are normally freed before bootstrap. */
914 free(graphics_set);
915 free(videodriver);
916 free(blitter);
918 exit_bootstrap:
919 /* These are normally freed before exit, but after bootstrap. */
920 free(sounds_set);
921 free(music_set);
922 free(musicdriver);
923 free(sounddriver);
925 exit_normal:
926 free(BaseGraphics::ini_set);
927 free(BaseSounds::ini_set);
928 free(BaseMusic::ini_set);
930 free(_ini_musicdriver);
931 free(_ini_sounddriver);
932 free(_ini_videodriver);
933 free(_ini_blitter);
935 delete scanner;
937 #ifdef ENABLE_NETWORK
938 extern FILE *_log_fd;
939 if (_log_fd != NULL) {
940 fclose(_log_fd);
942 #endif /* ENABLE_NETWORK */
944 return ret;
947 void HandleExitGameRequest()
949 if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
950 _exit_game = true;
951 } else if (_settings_client.gui.autosave_on_exit) {
952 DoExitSave();
953 _exit_game = true;
954 } else {
955 AskExitGame();
959 static void MakeNewGameDone()
961 SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
963 extern void PostCheckNewGRFLoadWarnings();
964 PostCheckNewGRFLoadWarnings();
966 /* In a dedicated server, the server does not play */
967 if (!VideoDriver::GetInstance()->HasGUI()) {
968 SetLocalCompany(COMPANY_SPECTATOR);
969 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
970 IConsoleCmdExec("exec scripts/game_start.scr 0");
971 return;
974 /* Create a single company */
975 DoStartupNewCompany(false);
977 Company *c = Company::Get(COMPANY_FIRST);
978 c->settings = _settings_client.company;
980 IConsoleCmdExec("exec scripts/game_start.scr 0");
982 SetLocalCompany(COMPANY_FIRST);
984 InitializeRailGUI();
986 #ifdef ENABLE_NETWORK
987 /* We are the server, we start a new company (not dedicated),
988 * so set the default password *if* needed. */
989 if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
990 NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
992 #endif /* ENABLE_NETWORK */
994 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
996 CheckEngines();
997 CheckIndustries();
998 MarkWholeScreenDirty();
1001 static void MakeNewGame(bool from_heightmap, bool reset_settings)
1003 _game_mode = GM_NORMAL;
1005 ResetGRFConfig(true);
1007 GenerateWorldSetCallback(&MakeNewGameDone);
1008 GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
1011 static void MakeNewEditorWorldDone()
1013 SetLocalCompany(OWNER_NONE);
1015 extern void PostCheckNewGRFLoadWarnings();
1016 PostCheckNewGRFLoadWarnings();
1019 static void MakeNewEditorWorld()
1021 _game_mode = GM_EDITOR;
1023 ResetGRFConfig(true);
1025 GenerateWorldSetCallback(&MakeNewEditorWorldDone);
1026 GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1030 * Load the specified savegame but on error do different things.
1031 * If loading fails due to corrupt savegame, bad version, etc. go back to
1032 * a previous correct state. In the menu for example load the intro game again.
1033 * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
1034 * @param newgm switch to this mode of loading fails due to some unknown error
1035 * @param filename file to be loaded
1036 * @param subdir default directory to look for filename, set to 0 if not needed
1037 * @param lf Load filter to use, if NULL: use filename + subdir.
1039 bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
1041 assert(fop == SLO_LOAD);
1042 assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE));
1043 GameMode ogm = _game_mode;
1045 _game_mode = newgm;
1047 switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
1048 case SL_OK: return true;
1050 case SL_REINIT:
1051 #ifdef ENABLE_NETWORK
1052 if (_network_dedicated) {
1054 * We need to reinit a network map...
1055 * We can't simply load the intro game here as that game has many
1056 * special cases which make clients desync immediately. So we fall
1057 * back to just generating a new game with the current settings.
1059 DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
1060 MakeNewGame(false, true);
1061 return false;
1063 if (_network_server) {
1064 /* We can't load the intro game as server, so disconnect first. */
1065 NetworkDisconnect();
1067 #endif /* ENABLE_NETWORK */
1069 switch (ogm) {
1070 default:
1071 case GM_MENU: LoadIntroGame(); break;
1072 case GM_EDITOR: MakeNewEditorWorld(); break;
1074 return false;
1076 default:
1077 _game_mode = ogm;
1078 return false;
1082 void SwitchToMode(SwitchMode new_mode)
1084 #ifdef ENABLE_NETWORK
1085 /* If we are saving something, the network stays in his current state */
1086 if (new_mode != SM_SAVE_GAME) {
1087 /* If the network is active, make it not-active */
1088 if (_networking) {
1089 if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1090 NetworkReboot();
1091 } else {
1092 NetworkDisconnect();
1096 /* If we are a server, we restart the server */
1097 if (_is_network_server) {
1098 /* But not if we are going to the menu */
1099 if (new_mode != SM_MENU) {
1100 /* check if we should reload the config */
1101 if (_settings_client.network.reload_cfg) {
1102 LoadFromConfig();
1103 MakeNewgameSettingsLive();
1104 ResetGRFConfig(false);
1106 NetworkServerStart();
1107 } else {
1108 /* This client no longer wants to be a network-server */
1109 _is_network_server = false;
1113 #endif /* ENABLE_NETWORK */
1114 /* Make sure all AI controllers are gone at quitting game */
1115 if (new_mode != SM_SAVE_GAME) AI::KillAll();
1117 switch (new_mode) {
1118 case SM_EDITOR: // Switch to scenario editor
1119 MakeNewEditorWorld();
1120 break;
1122 case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1123 case SM_NEWGAME: // New Game --> 'Random game'
1124 #ifdef ENABLE_NETWORK
1125 if (_network_server) {
1126 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
1128 #endif /* ENABLE_NETWORK */
1129 MakeNewGame(false, new_mode == SM_NEWGAME);
1130 break;
1132 case SM_LOAD_GAME: { // Load game, Play Scenario
1133 ResetGRFConfig(true);
1134 ResetWindowSystem();
1136 if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
1137 SetDParamStr(0, GetSaveLoadErrorString());
1138 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1139 } else {
1140 if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
1141 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1142 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1144 /* Update the local company for a loaded game. It is either always
1145 * company #1 (eg 0) or in the case of a dedicated server a spectator */
1146 SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
1148 if (_ctrl_pressed && !_network_dedicated) {
1149 DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
1152 /* Execute the game-start script */
1153 IConsoleCmdExec("exec scripts/game_start.scr 0");
1154 /* Decrease pause counter (was increased from opening load dialog) */
1155 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1156 #ifdef ENABLE_NETWORK
1157 if (_network_server) {
1158 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
1160 #endif /* ENABLE_NETWORK */
1162 break;
1165 case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1166 #ifdef ENABLE_NETWORK
1167 if (_network_server) {
1168 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
1170 #endif /* ENABLE_NETWORK */
1171 MakeNewGame(true, true);
1172 break;
1174 case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1175 SetLocalCompany(OWNER_NONE);
1177 GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1178 MarkWholeScreenDirty();
1179 break;
1181 case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1182 if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
1183 SetLocalCompany(OWNER_NONE);
1184 _settings_newgame.game_creation.starting_year = _cur_year;
1185 /* Cancel the saveload pausing */
1186 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1187 } else {
1188 SetDParamStr(0, GetSaveLoadErrorString());
1189 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1191 break;
1194 case SM_MENU: // Switch to game intro menu
1195 LoadIntroGame();
1196 if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
1197 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
1198 BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name);
1200 break;
1202 case SM_SAVE_GAME: // Save game.
1203 /* Make network saved games on pause compatible to singleplayer */
1204 if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
1205 SetDParamStr(0, GetSaveLoadErrorString());
1206 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1207 } else {
1208 DeleteWindowById(WC_SAVELOAD, 0);
1210 break;
1212 case SM_SAVE_HEIGHTMAP: // Save heightmap.
1213 MakeHeightmapScreenshot(_file_to_saveload.name);
1214 DeleteWindowById(WC_SAVELOAD, 0);
1215 break;
1217 case SM_GENRANDLAND: // Generate random land within scenario editor
1218 SetLocalCompany(OWNER_NONE);
1219 GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1220 /* XXX: set date */
1221 MarkWholeScreenDirty();
1222 break;
1224 default: NOT_REACHED();
1227 SmallMapWindow::RebuildColourIndexIfNecessary();
1232 * Check the validity of some of the caches.
1233 * Especially in the sense of desyncs between
1234 * the cached value and what the value would
1235 * be when calculated from the 'base' data.
1237 void CheckCaches(bool force_check)
1239 if (!force_check) {
1240 /* Return here so it is easy to add checks that are run
1241 * always to aid testing of caches. */
1242 if (_debug_desync_level < 1) return;
1245 /* Check the town caches. */
1246 SmallVector<TownCache, 4> old_town_caches;
1247 Town *t;
1248 FOR_ALL_TOWNS(t) {
1249 MemCpyT(old_town_caches.Append(), &t->cache);
1252 extern void RebuildTownCaches();
1253 RebuildTownCaches();
1254 RebuildSubsidisedSourceAndDestinationCache();
1256 uint i = 0;
1257 FOR_ALL_TOWNS(t) {
1258 if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
1259 DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
1261 i++;
1264 /* Check company infrastructure cache. */
1265 SmallVector<CompanyInfrastructure, 4> old_infrastructure;
1266 Company *c;
1267 FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
1269 extern void AfterLoadCompanyStats();
1270 AfterLoadCompanyStats();
1272 i = 0;
1273 FOR_ALL_COMPANIES(c) {
1274 if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
1275 DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
1276 char buffer[4096];
1277 old_infrastructure.Get(i)->Dump(buffer, lastof(buffer));
1278 DEBUG(desync, 0, "Previous:\n%s", buffer);
1279 c->infrastructure.Dump(buffer, lastof(buffer));
1280 DEBUG(desync, 0, "Recalculated:\n%s", buffer);
1282 i++;
1285 /* Strict checking of the road stop cache entries */
1286 const RoadStop *rs;
1287 FOR_ALL_ROADSTOPS(rs) {
1288 if (IsStandardRoadStopTile(rs->xy)) continue;
1290 assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
1291 rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
1292 rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
1295 Vehicle *v;
1296 FOR_ALL_VEHICLES(v) {
1297 extern void FillNewGRFVehicleCache(const Vehicle *v);
1298 if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
1300 uint length = 0;
1301 for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
1303 NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
1304 VehicleCache *veh_cache = CallocT<VehicleCache>(length);
1305 GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
1306 TrainCache *tra_cache = CallocT<TrainCache>(length);
1308 length = 0;
1309 for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1310 FillNewGRFVehicleCache(u);
1311 grf_cache[length] = u->grf_cache;
1312 veh_cache[length] = u->vcache;
1313 switch (u->type) {
1314 case VEH_TRAIN:
1315 gro_cache[length] = Train::From(u)->gcache;
1316 tra_cache[length] = Train::From(u)->tcache;
1317 break;
1318 case VEH_ROAD:
1319 gro_cache[length] = RoadVehicle::From(u)->gcache;
1320 break;
1321 default:
1322 break;
1324 length++;
1327 switch (v->type) {
1328 case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
1329 case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
1330 case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
1331 case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
1332 default: break;
1335 length = 0;
1336 for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1337 FillNewGRFVehicleCache(u);
1338 if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
1339 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);
1341 if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
1342 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);
1344 switch (u->type) {
1345 case VEH_TRAIN:
1346 if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1347 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);
1349 if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
1350 DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1352 break;
1353 case VEH_ROAD:
1354 if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1355 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);
1357 break;
1358 default:
1359 break;
1361 length++;
1364 free(grf_cache);
1365 free(veh_cache);
1366 free(gro_cache);
1367 free(tra_cache);
1370 /* Check whether the caches are still valid */
1371 FOR_ALL_VEHICLES(v) {
1372 byte buff[sizeof(VehicleCargoList)];
1373 memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
1374 v->cargo.InvalidateCache();
1375 assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
1378 Station *st;
1379 FOR_ALL_STATIONS(st) {
1380 for (CargoID c = 0; c < NUM_CARGO; c++) {
1381 byte buff[sizeof(StationCargoList)];
1382 memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
1383 st->goods[c].cargo.InvalidateCache();
1384 assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
1390 * Network-safe forced desync check.
1391 * @param tile unused
1392 * @param flags operation to perform
1393 * @param p1 unused
1394 * @param p2 unused
1395 * @param text unused
1396 * @return the cost of this operation or an error
1398 CommandCost CmdDesyncCheck(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1400 if (flags & DC_EXEC) {
1401 CheckCaches(true);
1404 return CommandCost();
1408 * State controlling game loop.
1409 * The state must not be changed from anywhere but here.
1410 * That check is enforced in DoCommand.
1412 void StateGameLoop()
1414 if (!_networking || _network_server) {
1415 extern void StateGameLoop_LinkGraphPauseControl();
1416 StateGameLoop_LinkGraphPauseControl();
1419 /* don't execute the state loop during pause */
1420 if (_pause_mode != PM_UNPAUSED) {
1421 UpdateLandscapingLimits();
1422 #ifndef DEBUG_DUMP_COMMANDS
1423 Game::GameLoop();
1424 #endif
1425 CallWindowTickEvent();
1426 return;
1428 if (HasModalProgress()) return;
1430 Layouter::ReduceLineCache();
1432 if (_game_mode == GM_EDITOR) {
1433 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1434 RunTileLoop();
1435 CallVehicleTicks();
1436 CallLandscapeTick();
1437 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1438 UpdateLandscapingLimits();
1440 CallWindowTickEvent();
1441 NewsLoop();
1442 } else {
1443 if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
1444 /* Save the desync savegame if needed. */
1445 char name[MAX_PATH];
1446 seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
1447 SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
1450 CheckCaches(false);
1452 /* All these actions has to be done from OWNER_NONE
1453 * for multiplayer compatibility */
1454 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1456 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1457 AnimateAnimatedTiles();
1458 IncreaseDate();
1459 RunTileLoop();
1460 CallVehicleTicks();
1461 CallLandscapeTick();
1462 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1464 #ifndef DEBUG_DUMP_COMMANDS
1465 AI::GameLoop();
1466 Game::GameLoop();
1467 #endif
1468 UpdateLandscapingLimits();
1470 CallWindowTickEvent();
1471 NewsLoop();
1472 cur_company.Restore();
1475 assert(IsLocalCompany());
1479 * Create an autosave. The default name is "autosave#.sav". However with
1480 * the setting 'keep_all_autosave' the name defaults to company-name + date
1482 static void DoAutosave()
1484 char buf[MAX_PATH];
1486 #if defined(PSP)
1487 /* Autosaving in networking is too time expensive for the PSP */
1488 if (_networking) return;
1489 #endif /* PSP */
1491 if (_settings_client.gui.keep_all_autosave) {
1492 GenerateDefaultSaveName(buf, lastof(buf));
1493 strecat(buf, ".sav", lastof(buf));
1494 } else {
1495 static int _autosave_ctr = 0;
1497 /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1498 seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
1500 if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
1503 DEBUG(sl, 2, "Autosaving to '%s'", buf);
1504 if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
1505 ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
1509 void GameLoop()
1511 if (_game_mode == GM_BOOTSTRAP) {
1512 #ifdef ENABLE_NETWORK
1513 /* Check for UDP stuff */
1514 if (_network_available) NetworkBackgroundLoop();
1515 #endif
1516 InputLoop();
1517 return;
1520 ProcessAsyncSaveFinish();
1522 /* autosave game? */
1523 if (_do_autosave) {
1524 DoAutosave();
1525 _do_autosave = false;
1526 SetWindowDirty(WC_STATUS_BAR, 0);
1529 /* switch game mode? */
1530 if (_switch_mode != SM_NONE && !HasModalProgress()) {
1531 SwitchToMode(_switch_mode);
1532 _switch_mode = SM_NONE;
1535 IncreaseSpriteLRU();
1536 InteractiveRandom();
1538 extern int _caret_timer;
1539 _caret_timer += 3;
1540 CursorTick();
1542 #ifdef ENABLE_NETWORK
1543 /* Check for UDP stuff */
1544 if (_network_available) NetworkBackgroundLoop();
1546 if (_networking && !HasModalProgress()) {
1547 /* Multiplayer */
1548 NetworkGameLoop();
1549 } else {
1550 if (_network_reconnect > 0 && --_network_reconnect == 0) {
1551 /* This means that we want to reconnect to the last host
1552 * We do this here, because it means that the network is really closed */
1553 NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
1555 /* Singleplayer */
1556 StateGameLoop();
1559 /* Check chat messages roughly once a second. */
1560 static uint check_message = 0;
1561 if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
1562 check_message = 0;
1563 NetworkChatMessageLoop();
1565 #else
1566 StateGameLoop();
1567 #endif /* ENABLE_NETWORK */
1569 if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1571 if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
1573 InputLoop();
1575 SoundDriver::GetInstance()->MainLoop();
1576 MusicLoop();