(svn r27985) -Codechange: Convert VA2 switches into ones with non-overlapping ranges...
[openttd.git] / src / openttd.cpp
blob10c31e904e59f12eb8e7908bd2ea75945ad9f55d
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 "misc/getoptdata.h"
60 #include "game/game.hpp"
61 #include "game/game_config.hpp"
62 #include "town.h"
63 #include "subsidy_func.h"
64 #include "gfx_layout.h"
65 #include "viewport_sprite_sorter.h"
67 #include "linkgraph/linkgraphschedule.h"
69 #include <stdarg.h>
71 #include "safeguards.h"
73 void CallLandscapeTick();
74 void IncreaseDate();
75 void DoPaletteAnimations();
76 void MusicLoop();
77 void ResetMusic();
78 void CallWindowTickEvent();
79 bool HandleBootstrap();
81 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
82 extern void ShowOSErrorBox(const char *buf, bool system);
83 extern char *_config_file;
85 /**
86 * Error handling for fatal user errors.
87 * @param s the string to print.
88 * @note Does NEVER return.
90 void CDECL usererror(const char *s, ...)
92 va_list va;
93 char buf[512];
95 va_start(va, s);
96 vseprintf(buf, lastof(buf), s, va);
97 va_end(va);
99 ShowOSErrorBox(buf, false);
100 if (VideoDriver::GetInstance() != NULL) VideoDriver::GetInstance()->Stop();
102 exit(1);
106 * Error handling for fatal non-user errors.
107 * @param s the string to print.
108 * @note Does NEVER return.
110 void CDECL error(const char *s, ...)
112 va_list va;
113 char buf[512];
115 va_start(va, s);
116 vseprintf(buf, lastof(buf), s, va);
117 va_end(va);
119 ShowOSErrorBox(buf, true);
121 /* Set the error message for the crash log and then invoke it. */
122 CrashLog::SetErrorMessage(buf);
123 abort();
127 * Shows some information on the console/a popup box depending on the OS.
128 * @param str the text to show.
130 void CDECL ShowInfoF(const char *str, ...)
132 va_list va;
133 char buf[1024];
134 va_start(va, str);
135 vseprintf(buf, lastof(buf), str, va);
136 va_end(va);
137 ShowInfo(buf);
141 * Show the help message when someone passed a wrong parameter.
143 static void ShowHelp()
145 char buf[8192];
146 char *p = buf;
148 p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
149 p = strecpy(p,
150 "\n"
151 "\n"
152 "Command line options:\n"
153 " -v drv = Set video driver (see below)\n"
154 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
155 " -m drv = Set music driver (see below)\n"
156 " -b drv = Set the blitter to use (see below)\n"
157 " -r res = Set resolution (for instance 800x600)\n"
158 " -h = Display this help text\n"
159 " -t year = Set starting year\n"
160 " -d [[fac=]lvl[,...]]= Debug mode\n"
161 " -e = Start Editor\n"
162 " -g [savegame] = Start new/save game immediately\n"
163 " -G seed = Set random seed\n"
164 #if defined(ENABLE_NETWORK)
165 " -n [ip:port#company]= Join network game\n"
166 " -p password = Password to join server\n"
167 " -P password = Password to join company\n"
168 " -D [ip][:port] = Start dedicated server\n"
169 " -l ip[:port] = Redirect DEBUG()\n"
170 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
171 " -f = Fork into the background (dedicated only)\n"
172 #endif
173 #endif /* ENABLE_NETWORK */
174 " -I graphics_set = Force the graphics set (see below)\n"
175 " -S sounds_set = Force the sounds set (see below)\n"
176 " -M music_set = Force the music set (see below)\n"
177 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
178 " -x = Do not automatically save to config file on exit\n"
179 " -q savegame = Write some information about the savegame and exit\n"
180 "\n",
181 lastof(buf)
184 /* List the graphics packs */
185 p = BaseGraphics::GetSetsList(p, lastof(buf));
187 /* List the sounds packs */
188 p = BaseSounds::GetSetsList(p, lastof(buf));
190 /* List the music packs */
191 p = BaseMusic::GetSetsList(p, lastof(buf));
193 /* List the drivers */
194 p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
196 /* List the blitters */
197 p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
199 /* List the debug facilities. */
200 p = DumpDebugFacilityNames(p, lastof(buf));
202 /* We need to initialize the AI, so it finds the AIs */
203 AI::Initialize();
204 p = AI::GetConsoleList(p, lastof(buf), true);
205 AI::Uninitialize(true);
207 /* We need to initialize the GameScript, so it finds the GSs */
208 Game::Initialize();
209 p = Game::GetConsoleList(p, lastof(buf), true);
210 Game::Uninitialize(true);
212 /* ShowInfo put output to stderr, but version information should go
213 * to stdout; this is the only exception */
214 #if !defined(WIN32) && !defined(WIN64)
215 printf("%s\n", buf);
216 #else
217 ShowInfo(buf);
218 #endif
221 static void WriteSavegameInfo(const char *name)
223 extern uint16 _sl_version;
224 uint32 last_ottd_rev = 0;
225 byte ever_modified = 0;
226 bool removed_newgrfs = false;
228 GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
230 char buf[8192];
231 char *p = buf;
232 p += seprintf(p, lastof(buf), "Name: %s\n", name);
233 p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
234 p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
235 p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
237 if (removed_newgrfs) {
238 p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
241 p = strecpy(p, "NewGRFs:\n", lastof(buf));
242 if (_load_check_data.HasNewGrfs()) {
243 for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
244 char md5sum[33];
245 md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
246 p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
250 /* ShowInfo put output to stderr, but version information should go
251 * to stdout; this is the only exception */
252 #if !defined(WIN32) && !defined(WIN64)
253 printf("%s\n", buf);
254 #else
255 ShowInfo(buf);
256 #endif
261 * Extract the resolution from the given string and store
262 * it in the 'res' parameter.
263 * @param res variable to store the resolution in.
264 * @param s the string to decompose.
266 static void ParseResolution(Dimension *res, const char *s)
268 const char *t = strchr(s, 'x');
269 if (t == NULL) {
270 ShowInfoF("Invalid resolution '%s'", s);
271 return;
274 res->width = max(strtoul(s, NULL, 0), 64UL);
275 res->height = max(strtoul(t + 1, NULL, 0), 64UL);
280 * Unitializes drivers, frees allocated memory, cleans pools, ...
281 * Generally, prepares the game for shutting down
283 static void ShutdownGame()
285 IConsoleFree();
287 if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
289 DriverFactoryBase::ShutdownDrivers();
291 UnInitWindowSystem();
293 /* stop the scripts */
294 AI::Uninitialize(false);
295 Game::Uninitialize(false);
297 /* Uninitialize variables that are allocated dynamically */
298 GamelogReset();
300 #ifdef ENABLE_NETWORK
301 free(_config_file);
302 #endif
304 LinkGraphSchedule::Clear();
305 PoolBase::Clean(PT_ALL);
307 /* No NewGRFs were loaded when it was still bootstrapping. */
308 if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
310 /* Close all and any open filehandles */
311 FioCloseAll();
313 UninitFreeType();
317 * Load the introduction game.
318 * @param load_newgrfs Whether to load the NewGRFs or not.
320 static void LoadIntroGame(bool load_newgrfs = true)
322 _game_mode = GM_MENU;
324 if (load_newgrfs) ResetGRFConfig(false);
326 /* Setup main window */
327 ResetWindowSystem();
328 SetupColoursAndInitialWindow();
330 /* Load the default opening screen savegame */
331 if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
332 GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
333 WaitTillGeneratedWorld();
334 SetLocalCompany(COMPANY_SPECTATOR);
335 } else {
336 SetLocalCompany(COMPANY_FIRST);
339 _pause_mode = PM_UNPAUSED;
340 _cursor.fix_at = false;
342 CheckForMissingGlyphs();
344 /* Play main theme */
345 if (MusicDriver::GetInstance()->IsSongPlaying()) ResetMusic();
348 void MakeNewgameSettingsLive()
350 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
351 if (_settings_game.ai_config[c] != NULL) {
352 delete _settings_game.ai_config[c];
355 if (_settings_game.game_config != NULL) {
356 delete _settings_game.game_config;
359 /* Copy newgame settings to active settings.
360 * Also initialise old settings needed for savegame conversion. */
361 _settings_game = _settings_newgame;
362 _old_vds = _settings_client.company.vehicle;
364 for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
365 _settings_game.ai_config[c] = NULL;
366 if (_settings_newgame.ai_config[c] != NULL) {
367 _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
370 _settings_game.game_config = NULL;
371 if (_settings_newgame.game_config != NULL) {
372 _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
376 void OpenBrowser(const char *url)
378 /* Make sure we only accept urls that are sure to open a browser. */
379 if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
381 extern void OSOpenBrowser(const char *url);
382 OSOpenBrowser(url);
385 /** Callback structure of statements to be executed after the NewGRF scan. */
386 struct AfterNewGRFScan : NewGRFScanCallback {
387 Year startyear; ///< The start year.
388 uint generation_seed; ///< Seed for the new game.
389 char *dedicated_host; ///< Hostname for the dedicated server.
390 uint16 dedicated_port; ///< Port for the dedicated server.
391 char *network_conn; ///< Information about the server to connect to, or NULL.
392 const char *join_server_password; ///< The password to join the server with.
393 const char *join_company_password; ///< The password to join the company with.
394 bool *save_config_ptr; ///< The pointer to the save config setting.
395 bool save_config; ///< The save config setting.
398 * Create a new callback.
399 * @param save_config_ptr Pointer to the save_config local variable which
400 * decides whether to save of exit or not.
402 AfterNewGRFScan(bool *save_config_ptr) :
403 startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
404 dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
405 join_server_password(NULL), join_company_password(NULL),
406 save_config_ptr(save_config_ptr), save_config(true)
410 virtual void OnNewGRFsScanned()
412 ResetGRFConfig(false);
414 TarScanner::DoScan(TarScanner::SCENARIO);
416 AI::Initialize();
417 Game::Initialize();
419 /* We want the new (correct) NewGRF count to survive the loading. */
420 uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
421 LoadFromConfig();
422 _settings_client.gui.last_newgrf_count = last_newgrf_count;
423 /* Since the default for the palette might have changed due to
424 * reading the configuration file, recalculate that now. */
425 UpdateNewGRFConfigPalette();
427 Game::Uninitialize(true);
428 AI::Uninitialize(true);
429 CheckConfig();
430 LoadFromHighScore();
431 LoadHotkeysFromConfig();
432 WindowDesc::LoadFromConfig();
434 /* We have loaded the config, so we may possibly save it. */
435 *save_config_ptr = save_config;
437 /* restore saved music volume */
438 MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
440 if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
441 if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
443 #if defined(ENABLE_NETWORK)
444 if (dedicated_host != NULL) {
445 _network_bind_list.Clear();
446 *_network_bind_list.Append() = stredup(dedicated_host);
448 if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
449 #endif /* ENABLE_NETWORK */
451 /* initialize the ingame console */
452 IConsoleInit();
453 InitializeGUI();
454 IConsoleCmdExec("exec scripts/autoexec.scr 0");
456 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
457 if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
459 #ifdef ENABLE_NETWORK
460 if (_network_available && network_conn != NULL) {
461 const char *port = NULL;
462 const char *company = NULL;
463 uint16 rport = NETWORK_DEFAULT_PORT;
464 CompanyID join_as = COMPANY_NEW_COMPANY;
466 ParseConnectionString(&company, &port, network_conn);
468 if (company != NULL) {
469 join_as = (CompanyID)atoi(company);
471 if (join_as != COMPANY_SPECTATOR) {
472 join_as--;
473 if (join_as >= MAX_COMPANIES) {
474 delete this;
475 return;
479 if (port != NULL) rport = atoi(port);
481 LoadIntroGame();
482 _switch_mode = SM_NONE;
483 NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
485 #endif /* ENABLE_NETWORK */
487 /* After the scan we're not used anymore. */
488 delete this;
492 #if defined(UNIX) && !defined(__MORPHOS__)
493 extern void DedicatedFork();
494 #endif
496 /** Options of OpenTTD. */
497 static const OptionData _options[] = {
498 GETOPT_SHORT_VALUE('I'),
499 GETOPT_SHORT_VALUE('S'),
500 GETOPT_SHORT_VALUE('M'),
501 GETOPT_SHORT_VALUE('m'),
502 GETOPT_SHORT_VALUE('s'),
503 GETOPT_SHORT_VALUE('v'),
504 GETOPT_SHORT_VALUE('b'),
505 #if defined(ENABLE_NETWORK)
506 GETOPT_SHORT_OPTVAL('D'),
507 GETOPT_SHORT_OPTVAL('n'),
508 GETOPT_SHORT_VALUE('l'),
509 GETOPT_SHORT_VALUE('p'),
510 GETOPT_SHORT_VALUE('P'),
511 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
512 GETOPT_SHORT_NOVAL('f'),
513 #endif
514 #endif /* ENABLE_NETWORK */
515 GETOPT_SHORT_VALUE('r'),
516 GETOPT_SHORT_VALUE('t'),
517 GETOPT_SHORT_OPTVAL('d'),
518 GETOPT_SHORT_NOVAL('e'),
519 GETOPT_SHORT_OPTVAL('g'),
520 GETOPT_SHORT_VALUE('G'),
521 GETOPT_SHORT_VALUE('c'),
522 GETOPT_SHORT_NOVAL('x'),
523 GETOPT_SHORT_VALUE('q'),
524 GETOPT_SHORT_NOVAL('h'),
525 GETOPT_END()
529 * Main entry point for this lovely game.
530 * @param argc The number of arguments passed to this game.
531 * @param argv The values of the arguments.
532 * @return 0 when there is no error.
534 int openttd_main(int argc, char *argv[])
536 char *musicdriver = NULL;
537 char *sounddriver = NULL;
538 char *videodriver = NULL;
539 char *blitter = NULL;
540 char *graphics_set = NULL;
541 char *sounds_set = NULL;
542 char *music_set = NULL;
543 Dimension resolution = {0, 0};
544 /* AfterNewGRFScan sets save_config to true after scanning completed. */
545 bool save_config = false;
546 AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
547 #if defined(ENABLE_NETWORK)
548 bool dedicated = false;
549 char *debuglog_conn = NULL;
551 extern bool _dedicated_forks;
552 _dedicated_forks = false;
553 #endif /* ENABLE_NETWORK */
555 _game_mode = GM_MENU;
556 _switch_mode = SM_MENU;
557 _config_file = NULL;
559 GetOptData mgo(argc - 1, argv + 1, _options);
560 int ret = 0;
562 int i;
563 while ((i = mgo.GetOpt()) != -1) {
564 switch (i) {
565 case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break;
566 case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break;
567 case 'M': free(music_set); music_set = stredup(mgo.opt); break;
568 case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break;
569 case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
570 case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
571 case 'b': free(blitter); blitter = stredup(mgo.opt); break;
572 #if defined(ENABLE_NETWORK)
573 case 'D':
574 free(musicdriver);
575 free(sounddriver);
576 free(videodriver);
577 free(blitter);
578 musicdriver = stredup("null");
579 sounddriver = stredup("null");
580 videodriver = stredup("dedicated");
581 blitter = stredup("null");
582 dedicated = true;
583 SetDebugString("net=6");
584 if (mgo.opt != NULL) {
585 /* Use the existing method for parsing (openttd -n).
586 * However, we do ignore the #company part. */
587 const char *temp = NULL;
588 const char *port = NULL;
589 ParseConnectionString(&temp, &port, mgo.opt);
590 if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
591 if (port != NULL) scanner->dedicated_port = atoi(port);
593 break;
594 case 'f': _dedicated_forks = true; break;
595 case 'n':
596 scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
597 break;
598 case 'l':
599 debuglog_conn = mgo.opt;
600 break;
601 case 'p':
602 scanner->join_server_password = mgo.opt;
603 break;
604 case 'P':
605 scanner->join_company_password = mgo.opt;
606 break;
607 #endif /* ENABLE_NETWORK */
608 case 'r': ParseResolution(&resolution, mgo.opt); break;
609 case 't': scanner->startyear = atoi(mgo.opt); break;
610 case 'd': {
611 #if defined(WIN32)
612 CreateConsole();
613 #endif
614 if (mgo.opt != NULL) SetDebugString(mgo.opt);
615 break;
617 case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
618 case 'g':
619 if (mgo.opt != NULL) {
620 _file_to_saveload.SetName(mgo.opt);
621 bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
622 _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
623 _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
625 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
626 const char *t = strrchr(_file_to_saveload.name, '.');
627 if (t != NULL) {
628 FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, NULL, NULL);
629 if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
632 break;
635 _switch_mode = SM_NEWGAME;
636 /* Give a random map if no seed has been given */
637 if (scanner->generation_seed == GENERATE_NEW_SEED) {
638 scanner->generation_seed = InteractiveRandom();
640 break;
641 case 'q': {
642 DeterminePaths(argv[0]);
643 if (StrEmpty(mgo.opt)) {
644 ret = 1;
645 goto exit_noshutdown;
648 char title[80];
649 title[0] = '\0';
650 FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
652 _load_check_data.Clear();
653 SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
654 if (res != SL_OK || _load_check_data.HasErrors()) {
655 fprintf(stderr, "Failed to open savegame\n");
656 if (_load_check_data.HasErrors()) {
657 char buf[256];
658 SetDParamStr(0, _load_check_data.error_data);
659 GetString(buf, _load_check_data.error, lastof(buf));
660 fprintf(stderr, "%s\n", buf);
662 goto exit_noshutdown;
665 WriteSavegameInfo(title);
667 goto exit_noshutdown;
669 case 'G': scanner->generation_seed = atoi(mgo.opt); break;
670 case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
671 case 'x': scanner->save_config = false; break;
672 case 'h':
673 i = -2; // Force printing of help.
674 break;
676 if (i == -2) break;
679 if (i == -2 || mgo.numleft > 0) {
680 /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
681 * In all cases, print the help, and exit.
683 * The next two functions are needed to list the graphics sets. We can't do them earlier
684 * because then we cannot show it on the debug console as that hasn't been configured yet. */
685 DeterminePaths(argv[0]);
686 TarScanner::DoScan(TarScanner::BASESET);
687 BaseGraphics::FindSets();
688 BaseSounds::FindSets();
689 BaseMusic::FindSets();
690 ShowHelp();
692 goto exit_noshutdown;
695 #if defined(WINCE) && defined(_DEBUG)
696 /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
697 SetDebugString("4");
698 #endif
700 DeterminePaths(argv[0]);
701 TarScanner::DoScan(TarScanner::BASESET);
703 #if defined(ENABLE_NETWORK)
704 if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
705 if (_dedicated_forks && !dedicated) _dedicated_forks = false;
707 #if defined(UNIX) && !defined(__MORPHOS__)
708 /* We must fork here, or we'll end up without some resources we need (like sockets) */
709 if (_dedicated_forks) DedicatedFork();
710 #endif
711 #endif
713 LoadFromConfig(true);
715 if (resolution.width != 0) _cur_resolution = resolution;
718 * The width and height must be at least 1 pixel and width times
719 * height times bytes per pixel must still fit within a 32 bits
720 * integer, even for 32 bpp video modes. This way all internal
721 * drawing routines work correctly.
723 _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2);
724 _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
726 /* Assume the cursor starts within the game as not all video drivers
727 * get an event that the cursor is within the window when it is opened.
728 * Saying the cursor is there makes no visible difference as it would
729 * just be out of the bounds of the window. */
730 _cursor.in_window = true;
732 /* enumerate language files */
733 InitializeLanguagePacks();
735 /* Initialize the regular font for FreeType */
736 InitFreeType(false);
738 /* This must be done early, since functions use the SetWindowDirty* calls */
739 InitWindowSystem();
741 BaseGraphics::FindSets();
742 if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set);
743 if (!BaseGraphics::SetSet(graphics_set)) {
744 if (!StrEmpty(graphics_set)) {
745 BaseGraphics::SetSet(NULL);
747 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
748 msg.SetDParamStr(0, graphics_set);
749 ScheduleErrorMessage(msg);
752 free(graphics_set);
754 /* Initialize game palette */
755 GfxInitPalettes();
757 DEBUG(misc, 1, "Loading blitter...");
758 if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter);
759 _blitter_autodetected = StrEmpty(blitter);
760 /* Activate the initial blitter.
761 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
762 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
763 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
764 * - Use 8bpp blitter otherwise.
766 if (!_blitter_autodetected ||
767 (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
768 BlitterFactory::SelectBlitter("32bpp-anim") == NULL) {
769 if (BlitterFactory::SelectBlitter(blitter) == NULL) {
770 StrEmpty(blitter) ?
771 usererror("Failed to autoprobe blitter") :
772 usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
775 free(blitter);
777 if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver);
778 DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
779 free(videodriver);
781 InitializeSpriteSorter();
783 /* Initialize the zoom level of the screen to normal */
784 _screen.zoom = ZOOM_LVL_NORMAL;
786 NetworkStartUp(); // initialize network-core
788 #if defined(ENABLE_NETWORK)
789 if (debuglog_conn != NULL && _network_available) {
790 const char *not_used = NULL;
791 const char *port = NULL;
792 uint16 rport;
794 rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
796 ParseConnectionString(&not_used, &port, debuglog_conn);
797 if (port != NULL) rport = atoi(port);
799 NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
801 #endif /* ENABLE_NETWORK */
803 if (!HandleBootstrap()) {
804 ShutdownGame();
806 goto exit_bootstrap;
809 VideoDriver::GetInstance()->ClaimMousePointer();
811 /* initialize screenshot formats */
812 InitializeScreenshotFormats();
814 BaseSounds::FindSets();
815 if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set);
816 if (!BaseSounds::SetSet(sounds_set)) {
817 if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
818 usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
819 } else {
820 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
821 msg.SetDParamStr(0, sounds_set);
822 ScheduleErrorMessage(msg);
825 free(sounds_set);
827 BaseMusic::FindSets();
828 if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set);
829 if (!BaseMusic::SetSet(music_set)) {
830 if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
831 usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
832 } else {
833 ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
834 msg.SetDParamStr(0, music_set);
835 ScheduleErrorMessage(msg);
838 free(music_set);
840 if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver);
841 DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
842 free(sounddriver);
844 if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver);
845 DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
846 free(musicdriver);
848 /* Take our initial lock on whatever we might want to do! */
849 _modal_progress_paint_mutex->BeginCritical();
850 _modal_progress_work_mutex->BeginCritical();
852 GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
853 WaitTillGeneratedWorld();
855 LoadIntroGame(false);
857 CheckForMissingGlyphs();
859 /* ScanNewGRFFiles now has control over the scanner. */
860 ScanNewGRFFiles(scanner);
861 scanner = NULL;
863 VideoDriver::GetInstance()->MainLoop();
865 WaitTillSaved();
867 /* only save config if we have to */
868 if (save_config) {
869 SaveToConfig();
870 SaveHotkeysToConfig();
871 WindowDesc::SaveToConfig();
872 SaveToHighScore();
875 /* Reset windowing system, stop drivers, free used memory, ... */
876 ShutdownGame();
877 goto exit_normal;
879 exit_noshutdown:
880 /* These three are normally freed before bootstrap. */
881 free(graphics_set);
882 free(videodriver);
883 free(blitter);
885 exit_bootstrap:
886 /* These are normally freed before exit, but after bootstrap. */
887 free(sounds_set);
888 free(music_set);
889 free(musicdriver);
890 free(sounddriver);
892 exit_normal:
893 free(BaseGraphics::ini_set);
894 free(BaseSounds::ini_set);
895 free(BaseMusic::ini_set);
897 free(_ini_musicdriver);
898 free(_ini_sounddriver);
899 free(_ini_videodriver);
900 free(_ini_blitter);
902 delete scanner;
904 #ifdef ENABLE_NETWORK
905 extern FILE *_log_fd;
906 if (_log_fd != NULL) {
907 fclose(_log_fd);
909 #endif /* ENABLE_NETWORK */
911 return ret;
914 void HandleExitGameRequest()
916 if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
917 _exit_game = true;
918 } else if (_settings_client.gui.autosave_on_exit) {
919 DoExitSave();
920 _exit_game = true;
921 } else {
922 AskExitGame();
926 static void MakeNewGameDone()
928 SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
930 /* In a dedicated server, the server does not play */
931 if (!VideoDriver::GetInstance()->HasGUI()) {
932 SetLocalCompany(COMPANY_SPECTATOR);
933 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
934 IConsoleCmdExec("exec scripts/game_start.scr 0");
935 return;
938 /* Create a single company */
939 DoStartupNewCompany(false);
941 Company *c = Company::Get(COMPANY_FIRST);
942 c->settings = _settings_client.company;
944 IConsoleCmdExec("exec scripts/game_start.scr 0");
946 SetLocalCompany(COMPANY_FIRST);
948 InitializeRailGUI();
950 #ifdef ENABLE_NETWORK
951 /* We are the server, we start a new company (not dedicated),
952 * so set the default password *if* needed. */
953 if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
954 NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
956 #endif /* ENABLE_NETWORK */
958 if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
960 CheckEngines();
961 CheckIndustries();
962 MarkWholeScreenDirty();
965 static void MakeNewGame(bool from_heightmap, bool reset_settings)
967 _game_mode = GM_NORMAL;
969 ResetGRFConfig(true);
971 GenerateWorldSetCallback(&MakeNewGameDone);
972 GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
975 static void MakeNewEditorWorldDone()
977 SetLocalCompany(OWNER_NONE);
980 static void MakeNewEditorWorld()
982 _game_mode = GM_EDITOR;
984 ResetGRFConfig(true);
986 GenerateWorldSetCallback(&MakeNewEditorWorldDone);
987 GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
991 * Load the specified savegame but on error do different things.
992 * If loading fails due to corrupt savegame, bad version, etc. go back to
993 * a previous correct state. In the menu for example load the intro game again.
994 * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
995 * @param newgm switch to this mode of loading fails due to some unknown error
996 * @param filename file to be loaded
997 * @param subdir default directory to look for filename, set to 0 if not needed
998 * @param lf Load filter to use, if NULL: use filename + subdir.
1000 bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
1002 assert(fop == SLO_LOAD);
1003 assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE));
1004 GameMode ogm = _game_mode;
1006 _game_mode = newgm;
1008 switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
1009 case SL_OK: return true;
1011 case SL_REINIT:
1012 #ifdef ENABLE_NETWORK
1013 if (_network_dedicated) {
1015 * We need to reinit a network map...
1016 * We can't simply load the intro game here as that game has many
1017 * special cases which make clients desync immediately. So we fall
1018 * back to just generating a new game with the current settings.
1020 DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
1021 MakeNewGame(false, true);
1022 return false;
1024 if (_network_server) {
1025 /* We can't load the intro game as server, so disconnect first. */
1026 NetworkDisconnect();
1028 #endif /* ENABLE_NETWORK */
1030 switch (ogm) {
1031 default:
1032 case GM_MENU: LoadIntroGame(); break;
1033 case GM_EDITOR: MakeNewEditorWorld(); break;
1035 return false;
1037 default:
1038 _game_mode = ogm;
1039 return false;
1043 void SwitchToMode(SwitchMode new_mode)
1045 #ifdef ENABLE_NETWORK
1046 /* If we are saving something, the network stays in his current state */
1047 if (new_mode != SM_SAVE_GAME) {
1048 /* If the network is active, make it not-active */
1049 if (_networking) {
1050 if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1051 NetworkReboot();
1052 } else {
1053 NetworkDisconnect();
1057 /* If we are a server, we restart the server */
1058 if (_is_network_server) {
1059 /* But not if we are going to the menu */
1060 if (new_mode != SM_MENU) {
1061 /* check if we should reload the config */
1062 if (_settings_client.network.reload_cfg) {
1063 LoadFromConfig();
1064 MakeNewgameSettingsLive();
1065 ResetGRFConfig(false);
1067 NetworkServerStart();
1068 } else {
1069 /* This client no longer wants to be a network-server */
1070 _is_network_server = false;
1074 #endif /* ENABLE_NETWORK */
1075 /* Make sure all AI controllers are gone at quitting game */
1076 if (new_mode != SM_SAVE_GAME) AI::KillAll();
1078 switch (new_mode) {
1079 case SM_EDITOR: // Switch to scenario editor
1080 MakeNewEditorWorld();
1081 break;
1083 case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1084 case SM_NEWGAME: // New Game --> 'Random game'
1085 #ifdef ENABLE_NETWORK
1086 if (_network_server) {
1087 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
1089 #endif /* ENABLE_NETWORK */
1090 MakeNewGame(false, new_mode == SM_NEWGAME);
1091 break;
1093 case SM_LOAD_GAME: { // Load game, Play Scenario
1094 ResetGRFConfig(true);
1095 ResetWindowSystem();
1097 if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
1098 SetDParamStr(0, GetSaveLoadErrorString());
1099 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1100 } else {
1101 if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
1102 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1103 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1105 /* Update the local company for a loaded game. It is either always
1106 * company #1 (eg 0) or in the case of a dedicated server a spectator */
1107 SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
1108 /* Execute the game-start script */
1109 IConsoleCmdExec("exec scripts/game_start.scr 0");
1110 /* Decrease pause counter (was increased from opening load dialog) */
1111 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1112 #ifdef ENABLE_NETWORK
1113 if (_network_server) {
1114 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
1116 #endif /* ENABLE_NETWORK */
1118 break;
1121 case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1122 #ifdef ENABLE_NETWORK
1123 if (_network_server) {
1124 seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
1126 #endif /* ENABLE_NETWORK */
1127 MakeNewGame(true, true);
1128 break;
1130 case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1131 SetLocalCompany(OWNER_NONE);
1133 GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1134 MarkWholeScreenDirty();
1135 break;
1137 case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1138 if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
1139 SetLocalCompany(OWNER_NONE);
1140 _settings_newgame.game_creation.starting_year = _cur_year;
1141 /* Cancel the saveload pausing */
1142 DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
1143 } else {
1144 SetDParamStr(0, GetSaveLoadErrorString());
1145 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1147 break;
1150 case SM_MENU: // Switch to game intro menu
1151 LoadIntroGame();
1152 if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
1153 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
1154 BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name);
1156 break;
1158 case SM_SAVE_GAME: // Save game.
1159 /* Make network saved games on pause compatible to singleplayer */
1160 if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
1161 SetDParamStr(0, GetSaveLoadErrorString());
1162 ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1163 } else {
1164 DeleteWindowById(WC_SAVELOAD, 0);
1166 break;
1168 case SM_SAVE_HEIGHTMAP: // Save heightmap.
1169 MakeHeightmapScreenshot(_file_to_saveload.name);
1170 DeleteWindowById(WC_SAVELOAD, 0);
1171 break;
1173 case SM_GENRANDLAND: // Generate random land within scenario editor
1174 SetLocalCompany(OWNER_NONE);
1175 GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
1176 /* XXX: set date */
1177 MarkWholeScreenDirty();
1178 break;
1180 default: NOT_REACHED();
1186 * Check the validity of some of the caches.
1187 * Especially in the sense of desyncs between
1188 * the cached value and what the value would
1189 * be when calculated from the 'base' data.
1191 static void CheckCaches()
1193 /* Return here so it is easy to add checks that are run
1194 * always to aid testing of caches. */
1195 if (_debug_desync_level <= 1) return;
1197 /* Check the town caches. */
1198 SmallVector<TownCache, 4> old_town_caches;
1199 Town *t;
1200 FOR_ALL_TOWNS(t) {
1201 MemCpyT(old_town_caches.Append(), &t->cache);
1204 extern void RebuildTownCaches();
1205 RebuildTownCaches();
1206 RebuildSubsidisedSourceAndDestinationCache();
1208 uint i = 0;
1209 FOR_ALL_TOWNS(t) {
1210 if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
1211 DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
1213 i++;
1216 /* Check company infrastructure cache. */
1217 SmallVector<CompanyInfrastructure, 4> old_infrastructure;
1218 Company *c;
1219 FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
1221 extern void AfterLoadCompanyStats();
1222 AfterLoadCompanyStats();
1224 i = 0;
1225 FOR_ALL_COMPANIES(c) {
1226 if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
1227 DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
1229 i++;
1232 /* Strict checking of the road stop cache entries */
1233 const RoadStop *rs;
1234 FOR_ALL_ROADSTOPS(rs) {
1235 if (IsStandardRoadStopTile(rs->xy)) continue;
1237 assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
1238 rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
1239 rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
1242 Vehicle *v;
1243 FOR_ALL_VEHICLES(v) {
1244 extern void FillNewGRFVehicleCache(const Vehicle *v);
1245 if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
1247 uint length = 0;
1248 for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
1250 NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
1251 VehicleCache *veh_cache = CallocT<VehicleCache>(length);
1252 GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
1253 TrainCache *tra_cache = CallocT<TrainCache>(length);
1255 length = 0;
1256 for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1257 FillNewGRFVehicleCache(u);
1258 grf_cache[length] = u->grf_cache;
1259 veh_cache[length] = u->vcache;
1260 switch (u->type) {
1261 case VEH_TRAIN:
1262 gro_cache[length] = Train::From(u)->gcache;
1263 tra_cache[length] = Train::From(u)->tcache;
1264 break;
1265 case VEH_ROAD:
1266 gro_cache[length] = RoadVehicle::From(u)->gcache;
1267 break;
1268 default:
1269 break;
1271 length++;
1274 switch (v->type) {
1275 case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
1276 case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
1277 case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
1278 case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
1279 default: break;
1282 length = 0;
1283 for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1284 FillNewGRFVehicleCache(u);
1285 if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
1286 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);
1288 if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
1289 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);
1291 switch (u->type) {
1292 case VEH_TRAIN:
1293 if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1294 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);
1296 if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
1297 DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1299 break;
1300 case VEH_ROAD:
1301 if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1302 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);
1304 break;
1305 default:
1306 break;
1308 length++;
1311 free(grf_cache);
1312 free(veh_cache);
1313 free(gro_cache);
1314 free(tra_cache);
1317 /* Check whether the caches are still valid */
1318 FOR_ALL_VEHICLES(v) {
1319 byte buff[sizeof(VehicleCargoList)];
1320 memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
1321 v->cargo.InvalidateCache();
1322 assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
1325 Station *st;
1326 FOR_ALL_STATIONS(st) {
1327 for (CargoID c = 0; c < NUM_CARGO; c++) {
1328 byte buff[sizeof(StationCargoList)];
1329 memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
1330 st->goods[c].cargo.InvalidateCache();
1331 assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
1337 * State controlling game loop.
1338 * The state must not be changed from anywhere but here.
1339 * That check is enforced in DoCommand.
1341 void StateGameLoop()
1343 /* don't execute the state loop during pause */
1344 if (_pause_mode != PM_UNPAUSED) {
1345 UpdateLandscapingLimits();
1346 #ifndef DEBUG_DUMP_COMMANDS
1347 Game::GameLoop();
1348 #endif
1349 CallWindowTickEvent();
1350 return;
1352 if (HasModalProgress()) return;
1354 Layouter::ReduceLineCache();
1356 if (_game_mode == GM_EDITOR) {
1357 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1358 RunTileLoop();
1359 CallVehicleTicks();
1360 CallLandscapeTick();
1361 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1362 UpdateLandscapingLimits();
1364 CallWindowTickEvent();
1365 NewsLoop();
1366 } else {
1367 if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
1368 /* Save the desync savegame if needed. */
1369 char name[MAX_PATH];
1370 seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
1371 SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
1374 CheckCaches();
1376 /* All these actions has to be done from OWNER_NONE
1377 * for multiplayer compatibility */
1378 Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1380 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
1381 AnimateAnimatedTiles();
1382 IncreaseDate();
1383 RunTileLoop();
1384 CallVehicleTicks();
1385 CallLandscapeTick();
1386 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
1388 #ifndef DEBUG_DUMP_COMMANDS
1389 AI::GameLoop();
1390 Game::GameLoop();
1391 #endif
1392 UpdateLandscapingLimits();
1394 CallWindowTickEvent();
1395 NewsLoop();
1396 cur_company.Restore();
1399 assert(IsLocalCompany());
1403 * Create an autosave. The default name is "autosave#.sav". However with
1404 * the setting 'keep_all_autosave' the name defaults to company-name + date
1406 static void DoAutosave()
1408 char buf[MAX_PATH];
1410 #if defined(PSP)
1411 /* Autosaving in networking is too time expensive for the PSP */
1412 if (_networking) return;
1413 #endif /* PSP */
1415 if (_settings_client.gui.keep_all_autosave) {
1416 GenerateDefaultSaveName(buf, lastof(buf));
1417 strecat(buf, ".sav", lastof(buf));
1418 } else {
1419 static int _autosave_ctr = 0;
1421 /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1422 seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
1424 if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
1427 DEBUG(sl, 2, "Autosaving to '%s'", buf);
1428 if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
1429 ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
1433 void GameLoop()
1435 if (_game_mode == GM_BOOTSTRAP) {
1436 #ifdef ENABLE_NETWORK
1437 /* Check for UDP stuff */
1438 if (_network_available) NetworkBackgroundLoop();
1439 #endif
1440 InputLoop();
1441 return;
1444 ProcessAsyncSaveFinish();
1446 /* autosave game? */
1447 if (_do_autosave) {
1448 DoAutosave();
1449 _do_autosave = false;
1450 SetWindowDirty(WC_STATUS_BAR, 0);
1453 /* switch game mode? */
1454 if (_switch_mode != SM_NONE && !HasModalProgress()) {
1455 SwitchToMode(_switch_mode);
1456 _switch_mode = SM_NONE;
1459 IncreaseSpriteLRU();
1460 InteractiveRandom();
1462 extern int _caret_timer;
1463 _caret_timer += 3;
1464 CursorTick();
1466 #ifdef ENABLE_NETWORK
1467 /* Check for UDP stuff */
1468 if (_network_available) NetworkBackgroundLoop();
1470 if (_networking && !HasModalProgress()) {
1471 /* Multiplayer */
1472 NetworkGameLoop();
1473 } else {
1474 if (_network_reconnect > 0 && --_network_reconnect == 0) {
1475 /* This means that we want to reconnect to the last host
1476 * We do this here, because it means that the network is really closed */
1477 NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
1479 /* Singleplayer */
1480 StateGameLoop();
1483 /* Check chat messages roughly once a second. */
1484 static uint check_message = 0;
1485 if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
1486 check_message = 0;
1487 NetworkChatMessageLoop();
1489 #else
1490 StateGameLoop();
1491 #endif /* ENABLE_NETWORK */
1493 if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1495 if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
1497 InputLoop();
1499 SoundDriver::GetInstance()->MainLoop();
1500 MusicLoop();