openttd.cpp

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00001 /* $Id: openttd.cpp 24602 2012-10-17 18:49:42Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "error.h"
00021 #include "gui.h"
00022 
00023 #include "base_media_base.h"
00024 #include "saveload/saveload.h"
00025 #include "company_func.h"
00026 #include "command_func.h"
00027 #include "news_func.h"
00028 #include "fios.h"
00029 #include "aircraft.h"
00030 #include "roadveh.h"
00031 #include "train.h"
00032 #include "ship.h"
00033 #include "console_func.h"
00034 #include "screenshot.h"
00035 #include "network/network.h"
00036 #include "network/network_func.h"
00037 #include "ai/ai.hpp"
00038 #include "ai/ai_config.hpp"
00039 #include "settings_func.h"
00040 #include "genworld.h"
00041 #include "progress.h"
00042 #include "strings_func.h"
00043 #include "date_func.h"
00044 #include "vehicle_func.h"
00045 #include "gamelog.h"
00046 #include "animated_tile_func.h"
00047 #include "roadstop_base.h"
00048 #include "elrail_func.h"
00049 #include "rev.h"
00050 #include "highscore.h"
00051 #include "station_base.h"
00052 #include "crashlog.h"
00053 #include "engine_func.h"
00054 #include "core/random_func.hpp"
00055 #include "rail_gui.h"
00056 #include "core/backup_type.hpp"
00057 #include "hotkeys.h"
00058 #include "newgrf.h"
00059 #include "misc/getoptdata.h"
00060 #include "game/game.hpp"
00061 #include "game/game_config.hpp"
00062 #include "town.h"
00063 #include "subsidy_func.h"
00064 
00065 
00066 #include <stdarg.h>
00067 
00068 
00069 void CallLandscapeTick();
00070 void IncreaseDate();
00071 void DoPaletteAnimations();
00072 void MusicLoop();
00073 void ResetMusic();
00074 void CallWindowTickEvent();
00075 bool HandleBootstrap();
00076 
00077 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00078 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00079 extern void ShowOSErrorBox(const char *buf, bool system);
00080 extern char *_config_file;
00081 
00087 void CDECL usererror(const char *s, ...)
00088 {
00089   va_list va;
00090   char buf[512];
00091 
00092   va_start(va, s);
00093   vsnprintf(buf, lengthof(buf), s, va);
00094   va_end(va);
00095 
00096   ShowOSErrorBox(buf, false);
00097   if (_video_driver != NULL) _video_driver->Stop();
00098 
00099   exit(1);
00100 }
00101 
00107 void CDECL error(const char *s, ...)
00108 {
00109   va_list va;
00110   char buf[512];
00111 
00112   va_start(va, s);
00113   vsnprintf(buf, lengthof(buf), s, va);
00114   va_end(va);
00115 
00116   ShowOSErrorBox(buf, true);
00117 
00118   /* Set the error message for the crash log and then invoke it. */
00119   CrashLog::SetErrorMessage(buf);
00120   abort();
00121 }
00122 
00127 void CDECL ShowInfoF(const char *str, ...)
00128 {
00129   va_list va;
00130   char buf[1024];
00131   va_start(va, str);
00132   vsnprintf(buf, lengthof(buf), str, va);
00133   va_end(va);
00134   ShowInfo(buf);
00135 }
00136 
00140 static void ShowHelp()
00141 {
00142   char buf[8192];
00143   char *p = buf;
00144 
00145   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00146   p = strecpy(p,
00147     "\n"
00148     "\n"
00149     "Command line options:\n"
00150     "  -v drv              = Set video driver (see below)\n"
00151     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00152     "  -m drv              = Set music driver (see below)\n"
00153     "  -b drv              = Set the blitter to use (see below)\n"
00154     "  -r res              = Set resolution (for instance 800x600)\n"
00155     "  -h                  = Display this help text\n"
00156     "  -t year             = Set starting year\n"
00157     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00158     "  -e                  = Start Editor\n"
00159     "  -g [savegame]       = Start new/save game immediately\n"
00160     "  -G seed             = Set random seed\n"
00161 #if defined(ENABLE_NETWORK)
00162     "  -n [ip:port#company]= Join network game\n"
00163     "  -p password         = Password to join server\n"
00164     "  -P password         = Password to join company\n"
00165     "  -D [ip][:port]      = Start dedicated server\n"
00166     "  -l ip[:port]        = Redirect DEBUG()\n"
00167 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00168     "  -f                  = Fork into the background (dedicated only)\n"
00169 #endif
00170 #endif /* ENABLE_NETWORK */
00171     "  -I graphics_set     = Force the graphics set (see below)\n"
00172     "  -S sounds_set       = Force the sounds set (see below)\n"
00173     "  -M music_set        = Force the music set (see below)\n"
00174     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00175     "  -x                  = Do not automatically save to config file on exit\n"
00176     "  -q savegame         = Write some information about the savegame and exit\n"
00177     "\n",
00178     lastof(buf)
00179   );
00180 
00181   /* List the graphics packs */
00182   p = BaseGraphics::GetSetsList(p, lastof(buf));
00183 
00184   /* List the sounds packs */
00185   p = BaseSounds::GetSetsList(p, lastof(buf));
00186 
00187   /* List the music packs */
00188   p = BaseMusic::GetSetsList(p, lastof(buf));
00189 
00190   /* List the drivers */
00191   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00192 
00193   /* List the blitters */
00194   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00195 
00196   /* We need to initialize the AI, so it finds the AIs */
00197   AI::Initialize();
00198   p = AI::GetConsoleList(p, lastof(buf), true);
00199   AI::Uninitialize(true);
00200 
00201   /* We need to initialize the GameScript, so it finds the GSs */
00202   Game::Initialize();
00203   p = Game::GetConsoleList(p, lastof(buf), true);
00204   Game::Uninitialize(true);
00205 
00206   /* ShowInfo put output to stderr, but version information should go
00207    * to stdout; this is the only exception */
00208 #if !defined(WIN32) && !defined(WIN64)
00209   printf("%s\n", buf);
00210 #else
00211   ShowInfo(buf);
00212 #endif
00213 }
00214 
00215 static void WriteSavegameInfo(const char *name)
00216 {
00217   extern uint16 _sl_version;
00218   uint32 last_ottd_rev = 0;
00219   byte ever_modified = 0;
00220   bool removed_newgrfs = false;
00221 
00222   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
00223 
00224   char buf[8192];
00225   char *p = buf;
00226   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
00227   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
00228   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
00229   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
00230 
00231   if (removed_newgrfs) {
00232     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
00233   }
00234 
00235   p = strecpy(p, "NewGRFs:\n", lastof(buf));
00236   if (_load_check_data.HasNewGrfs()) {
00237     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
00238       char md5sum[33];
00239       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
00240       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
00241     }
00242   }
00243 
00244   /* ShowInfo put output to stderr, but version information should go
00245    * to stdout; this is the only exception */
00246 #if !defined(WIN32) && !defined(WIN64)
00247   printf("%s\n", buf);
00248 #else
00249   ShowInfo(buf);
00250 #endif
00251 }
00252 
00253 
00260 static void ParseResolution(Dimension *res, const char *s)
00261 {
00262   const char *t = strchr(s, 'x');
00263   if (t == NULL) {
00264     ShowInfoF("Invalid resolution '%s'", s);
00265     return;
00266   }
00267 
00268   res->width  = max(strtoul(s, NULL, 0), 64UL);
00269   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00270 }
00271 
00272 
00277 static void ShutdownGame()
00278 {
00279   IConsoleFree();
00280 
00281   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00282 
00283   DriverFactoryBase::ShutdownDrivers();
00284 
00285   UnInitWindowSystem();
00286 
00287   /* stop the scripts */
00288   AI::Uninitialize(false);
00289   Game::Uninitialize(false);
00290 
00291   /* Uninitialize variables that are allocated dynamically */
00292   GamelogReset();
00293 
00294 #ifdef ENABLE_NETWORK
00295   free(_config_file);
00296 #endif
00297 
00298   PoolBase::Clean(PT_ALL);
00299 
00300   /* No NewGRFs were loaded when it was still bootstrapping. */
00301   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00302 
00303   /* Close all and any open filehandles */
00304   FioCloseAll();
00305 
00306   UninitFreeType();
00307 }
00308 
00313 static void LoadIntroGame(bool load_newgrfs = true)
00314 {
00315   _game_mode = GM_MENU;
00316 
00317   if (load_newgrfs) ResetGRFConfig(false);
00318 
00319   /* Setup main window */
00320   ResetWindowSystem();
00321   SetupColoursAndInitialWindow();
00322 
00323   /* Load the default opening screen savegame */
00324   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00325     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00326     WaitTillGeneratedWorld();
00327     SetLocalCompany(COMPANY_SPECTATOR);
00328   } else {
00329     SetLocalCompany(COMPANY_FIRST);
00330   }
00331 
00332   _pause_mode = PM_UNPAUSED;
00333   _cursor.fix_at = false;
00334 
00335   if (load_newgrfs) CheckForMissingSprites();
00336   CheckForMissingGlyphs();
00337 
00338   /* Play main theme */
00339   if (_music_driver->IsSongPlaying()) ResetMusic();
00340 }
00341 
00342 void MakeNewgameSettingsLive()
00343 {
00344   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00345     if (_settings_game.ai_config[c] != NULL) {
00346       delete _settings_game.ai_config[c];
00347     }
00348   }
00349   if (_settings_game.game_config != NULL) {
00350     delete _settings_game.game_config;
00351   }
00352 
00353   /* Copy newgame settings to active settings.
00354    * Also initialise old settings needed for savegame conversion. */
00355   _settings_game = _settings_newgame;
00356   _old_vds = _settings_client.company.vehicle;
00357 
00358   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00359     _settings_game.ai_config[c] = NULL;
00360     if (_settings_newgame.ai_config[c] != NULL) {
00361       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00362     }
00363   }
00364   _settings_game.game_config = NULL;
00365   if (_settings_newgame.game_config != NULL) {
00366     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
00367   }
00368 }
00369 
00370 void OpenBrowser(const char *url)
00371 {
00372   /* Make sure we only accept urls that are sure to open a browser. */
00373   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00374 
00375   extern void OSOpenBrowser(const char *url);
00376   OSOpenBrowser(url);
00377 }
00378 
00380 struct AfterNewGRFScan : NewGRFScanCallback {
00381   Year startyear;                    
00382   uint generation_seed;              
00383   char *dedicated_host;              
00384   uint16 dedicated_port;             
00385   char *network_conn;                
00386   const char *join_server_password;  
00387   const char *join_company_password; 
00388   bool *save_config_ptr;             
00389   bool save_config;                  
00390 
00396   AfterNewGRFScan(bool *save_config_ptr) :
00397       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00398       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00399       join_server_password(NULL), join_company_password(NULL),
00400       save_config_ptr(save_config_ptr), save_config(true)
00401   {
00402   }
00403 
00404   virtual void OnNewGRFsScanned()
00405   {
00406     ResetGRFConfig(false);
00407 
00408     TarScanner::DoScan(TarScanner::SCENARIO);
00409 
00410     AI::Initialize();
00411     Game::Initialize();
00412 
00413     /* We want the new (correct) NewGRF count to survive the loading. */
00414     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00415     LoadFromConfig();
00416     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00417     /* Since the default for the palette might have changed due to
00418      * reading the configuration file, recalculate that now. */
00419     UpdateNewGRFConfigPalette();
00420 
00421     Game::Uninitialize(true);
00422     AI::Uninitialize(true);
00423     CheckConfig();
00424     LoadFromHighScore();
00425     LoadHotkeysFromConfig();
00426 
00427     /* We have loaded the config, so we may possibly save it. */
00428     *save_config_ptr = save_config;
00429 
00430     /* restore saved music volume */
00431     _music_driver->SetVolume(_settings_client.music.music_vol);
00432 
00433     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00434     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00435 
00436 #if defined(ENABLE_NETWORK)
00437     if (dedicated_host != NULL) {
00438       _network_bind_list.Clear();
00439       *_network_bind_list.Append() = strdup(dedicated_host);
00440     }
00441     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00442 #endif /* ENABLE_NETWORK */
00443 
00444     /* initialize the ingame console */
00445     IConsoleInit();
00446     InitializeGUI();
00447     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00448 
00449     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00450     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00451 
00452 #ifdef ENABLE_NETWORK
00453     if (_network_available && network_conn != NULL) {
00454       const char *port = NULL;
00455       const char *company = NULL;
00456       uint16 rport = NETWORK_DEFAULT_PORT;
00457       CompanyID join_as = COMPANY_NEW_COMPANY;
00458 
00459       ParseConnectionString(&company, &port, network_conn);
00460 
00461       if (company != NULL) {
00462         join_as = (CompanyID)atoi(company);
00463 
00464         if (join_as != COMPANY_SPECTATOR) {
00465           join_as--;
00466           if (join_as >= MAX_COMPANIES) {
00467             delete this;
00468             return;
00469           }
00470         }
00471       }
00472       if (port != NULL) rport = atoi(port);
00473 
00474       LoadIntroGame();
00475       _switch_mode = SM_NONE;
00476       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00477     }
00478 #endif /* ENABLE_NETWORK */
00479 
00480     /* After the scan we're not used anymore. */
00481     delete this;
00482   }
00483 };
00484 
00485 #if defined(UNIX) && !defined(__MORPHOS__)
00486 extern void DedicatedFork();
00487 #endif
00488 
00490 static const OptionData _options[] = {
00491    GETOPT_SHORT_VALUE('I'),
00492    GETOPT_SHORT_VALUE('S'),
00493    GETOPT_SHORT_VALUE('M'),
00494    GETOPT_SHORT_VALUE('m'),
00495    GETOPT_SHORT_VALUE('s'),
00496    GETOPT_SHORT_VALUE('v'),
00497    GETOPT_SHORT_VALUE('b'),
00498 #if defined(ENABLE_NETWORK)
00499   GETOPT_SHORT_OPTVAL('D'),
00500   GETOPT_SHORT_OPTVAL('n'),
00501    GETOPT_SHORT_VALUE('l'),
00502    GETOPT_SHORT_VALUE('p'),
00503    GETOPT_SHORT_VALUE('P'),
00504 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00505    GETOPT_SHORT_NOVAL('f'),
00506 #endif
00507 #endif /* ENABLE_NETWORK */
00508    GETOPT_SHORT_VALUE('r'),
00509    GETOPT_SHORT_VALUE('t'),
00510   GETOPT_SHORT_OPTVAL('d'),
00511    GETOPT_SHORT_NOVAL('e'),
00512   GETOPT_SHORT_OPTVAL('g'),
00513    GETOPT_SHORT_VALUE('G'),
00514    GETOPT_SHORT_VALUE('c'),
00515    GETOPT_SHORT_NOVAL('x'),
00516    GETOPT_SHORT_VALUE('q'),
00517    GETOPT_SHORT_NOVAL('h'),
00518   GETOPT_END()
00519 };
00520 
00521 
00522 int ttd_main(int argc, char *argv[])
00523 {
00524   char *musicdriver = NULL;
00525   char *sounddriver = NULL;
00526   char *videodriver = NULL;
00527   char *blitter = NULL;
00528   char *graphics_set = NULL;
00529   char *sounds_set = NULL;
00530   char *music_set = NULL;
00531   Dimension resolution = {0, 0};
00532   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00533   bool save_config = false;
00534   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00535 #if defined(ENABLE_NETWORK)
00536   bool dedicated = false;
00537   char *debuglog_conn = NULL;
00538 
00539   extern bool _dedicated_forks;
00540   _dedicated_forks = false;
00541 #endif /* ENABLE_NETWORK */
00542 
00543   _game_mode = GM_MENU;
00544   _switch_mode = SM_MENU;
00545   _config_file = NULL;
00546 
00547   GetOptData mgo(argc - 1, argv + 1, _options);
00548 
00549   int i;
00550   while ((i = mgo.GetOpt()) != -1) {
00551     switch (i) {
00552     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00553     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00554     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00555     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00556     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00557     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00558     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00559 #if defined(ENABLE_NETWORK)
00560     case 'D':
00561       free(musicdriver);
00562       free(sounddriver);
00563       free(videodriver);
00564       free(blitter);
00565       musicdriver = strdup("null");
00566       sounddriver = strdup("null");
00567       videodriver = strdup("dedicated");
00568       blitter = strdup("null");
00569       dedicated = true;
00570       SetDebugString("net=6");
00571       if (mgo.opt != NULL) {
00572         /* Use the existing method for parsing (openttd -n).
00573          * However, we do ignore the #company part. */
00574         const char *temp = NULL;
00575         const char *port = NULL;
00576         ParseConnectionString(&temp, &port, mgo.opt);
00577         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00578         if (port != NULL) scanner->dedicated_port = atoi(port);
00579       }
00580       break;
00581     case 'f': _dedicated_forks = true; break;
00582     case 'n':
00583       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00584       break;
00585     case 'l':
00586       debuglog_conn = mgo.opt;
00587       break;
00588     case 'p':
00589       scanner->join_server_password = mgo.opt;
00590       break;
00591     case 'P':
00592       scanner->join_company_password = mgo.opt;
00593       break;
00594 #endif /* ENABLE_NETWORK */
00595     case 'r': ParseResolution(&resolution, mgo.opt); break;
00596     case 't': scanner->startyear = atoi(mgo.opt); break;
00597     case 'd': {
00598 #if defined(WIN32)
00599         CreateConsole();
00600 #endif
00601         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00602         break;
00603       }
00604     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
00605     case 'g':
00606       if (mgo.opt != NULL) {
00607         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00608         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
00609         _file_to_saveload.mode = SL_LOAD;
00610 
00611         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00612         const char *t = strrchr(_file_to_saveload.name, '.');
00613         if (t != NULL) {
00614           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00615           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00616         }
00617 
00618         break;
00619       }
00620 
00621       _switch_mode = SM_NEWGAME;
00622       /* Give a random map if no seed has been given */
00623       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00624         scanner->generation_seed = InteractiveRandom();
00625       }
00626       break;
00627     case 'q': {
00628       DeterminePaths(argv[0]);
00629       if (StrEmpty(mgo.opt)) return 1;
00630       char title[80];
00631       title[0] = '\0';
00632       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00633 
00634       _load_check_data.Clear();
00635       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00636       if (res != SL_OK || _load_check_data.HasErrors()) {
00637         fprintf(stderr, "Failed to open savegame\n");
00638         if (_load_check_data.HasErrors()) {
00639           char buf[256];
00640           SetDParamStr(0, _load_check_data.error_data);
00641           GetString(buf, _load_check_data.error, lastof(buf));
00642           fprintf(stderr, "%s\n", buf);
00643         }
00644         return 1;
00645       }
00646 
00647       WriteSavegameInfo(title);
00648 
00649       return 0;
00650     }
00651     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00652     case 'c': _config_file = strdup(mgo.opt); break;
00653     case 'x': scanner->save_config = false; break;
00654     case 'h':
00655       i = -2; // Force printing of help.
00656       break;
00657     }
00658     if (i == -2) break;
00659   }
00660 
00661   if (i == -2 || mgo.numleft > 0) {
00662     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00663      * In all cases, print the help, and exit.
00664      *
00665      * The next two functions are needed to list the graphics sets. We can't do them earlier
00666      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00667     DeterminePaths(argv[0]);
00668     TarScanner::DoScan(TarScanner::BASESET);
00669     BaseGraphics::FindSets();
00670     BaseSounds::FindSets();
00671     BaseMusic::FindSets();
00672     ShowHelp();
00673     delete scanner;
00674     return 0;
00675   }
00676 
00677 #if defined(WINCE) && defined(_DEBUG)
00678   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00679   SetDebugString("4");
00680 #endif
00681 
00682   DeterminePaths(argv[0]);
00683   TarScanner::DoScan(TarScanner::BASESET);
00684 
00685 #if defined(ENABLE_NETWORK)
00686   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00687   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00688 
00689 #if defined(UNIX) && !defined(__MORPHOS__)
00690   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00691   if (_dedicated_forks) DedicatedFork();
00692 #endif
00693 #endif
00694 
00695   LoadFromConfig(true);
00696 
00697   if (resolution.width != 0) _cur_resolution = resolution;
00698 
00699   /*
00700    * The width and height must be at least 1 pixel and width times
00701    * height times bytes per pixel must still fit within a 32 bits
00702    * integer, even for 32 bpp video modes. This way all internal
00703    * drawing routines work correctly.
00704    */
00705   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00706   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00707 
00708   /* Assume the cursor starts within the game as not all video drivers
00709    * get an event that the cursor is within the window when it is opened.
00710    * Saying the cursor is there makes no visible difference as it would
00711    * just be out of the bounds of the window. */
00712   _cursor.in_window = true;
00713 
00714   /* enumerate language files */
00715   InitializeLanguagePacks();
00716 
00717   /* Initialize the regular font for FreeType */
00718   InitFreeType(false);
00719 
00720   /* This must be done early, since functions use the SetWindowDirty* calls */
00721   InitWindowSystem();
00722 
00723   BaseGraphics::FindSets();
00724   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00725   if (!BaseGraphics::SetSet(graphics_set)) {
00726     if (!StrEmpty(graphics_set)) {
00727       BaseGraphics::SetSet(NULL);
00728 
00729       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
00730       msg.SetDParamStr(0, graphics_set);
00731       ScheduleErrorMessage(msg);
00732     }
00733   }
00734   free(graphics_set);
00735 
00736   /* Initialize game palette */
00737   GfxInitPalettes();
00738 
00739   DEBUG(misc, 1, "Loading blitter...");
00740   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00741   _blitter_autodetected = StrEmpty(blitter);
00742   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00743   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00744     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00745       StrEmpty(blitter) ?
00746         usererror("Failed to autoprobe blitter") :
00747         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00748     }
00749   }
00750   free(blitter);
00751 
00752   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00753   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00754   if (_video_driver == NULL) {
00755     StrEmpty(videodriver) ?
00756       usererror("Failed to autoprobe video driver") :
00757       usererror("Failed to select requested video driver '%s'", videodriver);
00758   }
00759   free(videodriver);
00760 
00761   /* Initialize the zoom level of the screen to normal */
00762   _screen.zoom = ZOOM_LVL_NORMAL;
00763 
00764   NetworkStartUp(); // initialize network-core
00765 
00766 #if defined(ENABLE_NETWORK)
00767   if (debuglog_conn != NULL && _network_available) {
00768     const char *not_used = NULL;
00769     const char *port = NULL;
00770     uint16 rport;
00771 
00772     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00773 
00774     ParseConnectionString(&not_used, &port, debuglog_conn);
00775     if (port != NULL) rport = atoi(port);
00776 
00777     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00778   }
00779 #endif /* ENABLE_NETWORK */
00780 
00781   if (!HandleBootstrap()) goto exit;
00782 
00783   _video_driver->ClaimMousePointer();
00784 
00785   /* initialize screenshot formats */
00786   InitializeScreenshotFormats();
00787 
00788   BaseSounds::FindSets();
00789   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00790   if (!BaseSounds::SetSet(sounds_set)) {
00791     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
00792       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
00793     } else {
00794       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
00795       msg.SetDParamStr(0, sounds_set);
00796       ScheduleErrorMessage(msg);
00797     }
00798   }
00799   free(sounds_set);
00800 
00801   BaseMusic::FindSets();
00802   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00803   if (!BaseMusic::SetSet(music_set)) {
00804     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
00805       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
00806     } else {
00807       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
00808       msg.SetDParamStr(0, music_set);
00809       ScheduleErrorMessage(msg);
00810     }
00811   }
00812   free(music_set);
00813 
00814   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00815   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00816   if (_sound_driver == NULL) {
00817     StrEmpty(sounddriver) ?
00818       usererror("Failed to autoprobe sound driver") :
00819       usererror("Failed to select requested sound driver '%s'", sounddriver);
00820   }
00821   free(sounddriver);
00822 
00823   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00824   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00825   if (_music_driver == NULL) {
00826     StrEmpty(musicdriver) ?
00827       usererror("Failed to autoprobe music driver") :
00828       usererror("Failed to select requested music driver '%s'", musicdriver);
00829   }
00830   free(musicdriver);
00831 
00832   /* Take our initial lock on whatever we might want to do! */
00833   _modal_progress_paint_mutex->BeginCritical();
00834   _modal_progress_work_mutex->BeginCritical();
00835 
00836   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00837   WaitTillGeneratedWorld();
00838 
00839   LoadIntroGame(false);
00840 
00841   CheckForMissingGlyphs();
00842 
00843   ScanNewGRFFiles(scanner);
00844 
00845   _video_driver->MainLoop();
00846 
00847   WaitTillSaved();
00848 
00849   /* only save config if we have to */
00850   if (save_config) {
00851     SaveToConfig();
00852     SaveHotkeysToConfig();
00853     SaveToHighScore();
00854   }
00855 
00856 exit:
00857   /* Reset windowing system, stop drivers, free used memory, ... */
00858   ShutdownGame();
00859 
00860   free(BaseGraphics::ini_set);
00861   free(BaseSounds::ini_set);
00862   free(BaseMusic::ini_set);
00863   free(_ini_musicdriver);
00864   free(_ini_sounddriver);
00865   free(_ini_videodriver);
00866   free(_ini_blitter);
00867 
00868   return 0;
00869 }
00870 
00871 void HandleExitGameRequest()
00872 {
00873   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00874     _exit_game = true;
00875   } else if (_settings_client.gui.autosave_on_exit) {
00876     DoExitSave();
00877     _exit_game = true;
00878   } else {
00879     AskExitGame();
00880   }
00881 }
00882 
00883 static void MakeNewGameDone()
00884 {
00885   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00886 
00887   /* In a dedicated server, the server does not play */
00888   if (!_video_driver->HasGUI()) {
00889     SetLocalCompany(COMPANY_SPECTATOR);
00890     IConsoleCmdExec("exec scripts/game_start.scr 0");
00891     return;
00892   }
00893 
00894   /* Create a single company */
00895   DoStartupNewCompany(false);
00896 
00897   Company *c = Company::Get(COMPANY_FIRST);
00898   c->settings = _settings_client.company;
00899 
00900   IConsoleCmdExec("exec scripts/game_start.scr 0");
00901 
00902   SetLocalCompany(COMPANY_FIRST);
00903 
00904   InitializeRailGUI();
00905 
00906 #ifdef ENABLE_NETWORK
00907   /* We are the server, we start a new company (not dedicated),
00908    * so set the default password *if* needed. */
00909   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00910     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00911   }
00912 #endif /* ENABLE_NETWORK */
00913 
00914   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00915 
00916   MarkWholeScreenDirty();
00917 }
00918 
00919 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00920 {
00921   _game_mode = GM_NORMAL;
00922 
00923   ResetGRFConfig(true);
00924 
00925   GenerateWorldSetCallback(&MakeNewGameDone);
00926   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00927 }
00928 
00929 static void MakeNewEditorWorldDone()
00930 {
00931   SetLocalCompany(OWNER_NONE);
00932 }
00933 
00934 static void MakeNewEditorWorld()
00935 {
00936   _game_mode = GM_EDITOR;
00937 
00938   ResetGRFConfig(true);
00939 
00940   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00941   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00942 }
00943 
00954 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00955 {
00956   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00957   GameMode ogm = _game_mode;
00958 
00959   _game_mode = newgm;
00960 
00961   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00962     case SL_OK: return true;
00963 
00964     case SL_REINIT:
00965 #ifdef ENABLE_NETWORK
00966       if (_network_dedicated) {
00967         /*
00968          * We need to reinit a network map...
00969          * We can't simply load the intro game here as that game has many
00970          * special cases which make clients desync immediately. So we fall
00971          * back to just generating a new game with the current settings.
00972          */
00973         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00974         MakeNewGame(false, true);
00975         return false;
00976       }
00977       if (_network_server) {
00978         /* We can't load the intro game as server, so disconnect first. */
00979         NetworkDisconnect();
00980       }
00981 #endif /* ENABLE_NETWORK */
00982 
00983       switch (ogm) {
00984         default:
00985         case GM_MENU:   LoadIntroGame();      break;
00986         case GM_EDITOR: MakeNewEditorWorld(); break;
00987       }
00988       return false;
00989 
00990     default:
00991       _game_mode = ogm;
00992       return false;
00993   }
00994 }
00995 
00996 void SwitchToMode(SwitchMode new_mode)
00997 {
00998 #ifdef ENABLE_NETWORK
00999   /* If we are saving something, the network stays in his current state */
01000   if (new_mode != SM_SAVE_GAME) {
01001     /* If the network is active, make it not-active */
01002     if (_networking) {
01003       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
01004         NetworkReboot();
01005       } else {
01006         NetworkDisconnect();
01007       }
01008     }
01009 
01010     /* If we are a server, we restart the server */
01011     if (_is_network_server) {
01012       /* But not if we are going to the menu */
01013       if (new_mode != SM_MENU) {
01014         /* check if we should reload the config */
01015         if (_settings_client.network.reload_cfg) {
01016           LoadFromConfig();
01017           MakeNewgameSettingsLive();
01018           ResetGRFConfig(false);
01019         }
01020         NetworkServerStart();
01021       } else {
01022         /* This client no longer wants to be a network-server */
01023         _is_network_server = false;
01024       }
01025     }
01026   }
01027 #endif /* ENABLE_NETWORK */
01028   /* Make sure all AI controllers are gone at quiting game */
01029   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01030 
01031   switch (new_mode) {
01032     case SM_EDITOR: // Switch to scenario editor
01033       MakeNewEditorWorld();
01034       break;
01035 
01036     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01037     case SM_NEWGAME: // New Game --> 'Random game'
01038 #ifdef ENABLE_NETWORK
01039       if (_network_server) {
01040         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01041       }
01042 #endif /* ENABLE_NETWORK */
01043       MakeNewGame(false, new_mode == SM_NEWGAME);
01044       break;
01045 
01046     case SM_LOAD_GAME: { // Load game, Play Scenario
01047       ResetGRFConfig(true);
01048       ResetWindowSystem();
01049 
01050       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01051         SetDParamStr(0, GetSaveLoadErrorString());
01052         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01053       } else {
01054         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01055           StartupEngines();
01056         }
01057         /* Update the local company for a loaded game. It is either always
01058          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01059         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01060         /* Execute the game-start script */
01061         IConsoleCmdExec("exec scripts/game_start.scr 0");
01062         /* Decrease pause counter (was increased from opening load dialog) */
01063         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01064 #ifdef ENABLE_NETWORK
01065         if (_network_server) {
01066           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01067         }
01068 #endif /* ENABLE_NETWORK */
01069       }
01070       break;
01071     }
01072 
01073     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01074 #ifdef ENABLE_NETWORK
01075       if (_network_server) {
01076         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01077       }
01078 #endif /* ENABLE_NETWORK */
01079       MakeNewGame(true, true);
01080       break;
01081 
01082     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01083       SetLocalCompany(OWNER_NONE);
01084 
01085       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01086       MarkWholeScreenDirty();
01087       break;
01088 
01089     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01090       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01091         SetLocalCompany(OWNER_NONE);
01092         _settings_newgame.game_creation.starting_year = _cur_year;
01093         /* Cancel the saveload pausing */
01094         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01095       } else {
01096         SetDParamStr(0, GetSaveLoadErrorString());
01097         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01098       }
01099       break;
01100     }
01101 
01102     case SM_MENU: // Switch to game intro menu
01103       LoadIntroGame();
01104       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01105         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01106         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01107       }
01108       break;
01109 
01110     case SM_SAVE_GAME: // Save game.
01111       /* Make network saved games on pause compatible to singleplayer */
01112       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01113         SetDParamStr(0, GetSaveLoadErrorString());
01114         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01115       } else {
01116         DeleteWindowById(WC_SAVELOAD, 0);
01117       }
01118       break;
01119 
01120     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01121       MakeHeightmapScreenshot(_file_to_saveload.name);
01122       DeleteWindowById(WC_SAVELOAD, 0);
01123       break;
01124 
01125     case SM_GENRANDLAND: // Generate random land within scenario editor
01126       SetLocalCompany(OWNER_NONE);
01127       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01128       /* XXX: set date */
01129       MarkWholeScreenDirty();
01130       break;
01131 
01132     default: NOT_REACHED();
01133   }
01134 }
01135 
01136 
01143 static void CheckCaches()
01144 {
01145   /* Return here so it is easy to add checks that are run
01146    * always to aid testing of caches. */
01147   if (_debug_desync_level <= 1) return;
01148 
01149   /* Check the town caches. */
01150   SmallVector<TownCache, 4> old_town_caches;
01151   Town *t;
01152   FOR_ALL_TOWNS(t) {
01153     MemCpyT(old_town_caches.Append(), &t->cache);
01154   }
01155 
01156   extern void RebuildTownCaches();
01157   RebuildTownCaches();
01158   RebuildSubsidisedSourceAndDestinationCache();
01159 
01160   uint i = 0;
01161   FOR_ALL_TOWNS(t) {
01162     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
01163       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
01164     }
01165     i++;
01166   }
01167 
01168   /* Check company infrastructure cache. */
01169   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01170   Company *c;
01171   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01172 
01173   extern void AfterLoadCompanyStats();
01174   AfterLoadCompanyStats();
01175 
01176   i = 0;
01177   FOR_ALL_COMPANIES(c) {
01178     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01179       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01180     }
01181     i++;
01182   }
01183 
01184   /* Strict checking of the road stop cache entries */
01185   const RoadStop *rs;
01186   FOR_ALL_ROADSTOPS(rs) {
01187     if (IsStandardRoadStopTile(rs->xy)) continue;
01188 
01189     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01190     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01191     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01192   }
01193 
01194   Vehicle *v;
01195   FOR_ALL_VEHICLES(v) {
01196     extern void FillNewGRFVehicleCache(const Vehicle *v);
01197     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01198 
01199     uint length = 0;
01200     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01201 
01202     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01203     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01204     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01205     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01206 
01207     length = 0;
01208     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01209       FillNewGRFVehicleCache(u);
01210       grf_cache[length] = u->grf_cache;
01211       veh_cache[length] = u->vcache;
01212       switch (u->type) {
01213         case VEH_TRAIN:
01214           gro_cache[length] = Train::From(u)->gcache;
01215           tra_cache[length] = Train::From(u)->tcache;
01216           break;
01217         case VEH_ROAD:
01218           gro_cache[length] = RoadVehicle::From(u)->gcache;
01219           break;
01220         default:
01221           break;
01222       }
01223       length++;
01224     }
01225 
01226     switch (v->type) {
01227       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01228       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01229       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01230       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01231       default: break;
01232     }
01233 
01234     length = 0;
01235     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01236       FillNewGRFVehicleCache(u);
01237       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01238         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);
01239       }
01240       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01241         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);
01242       }
01243       switch (u->type) {
01244         case VEH_TRAIN:
01245           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01246             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);
01247           }
01248           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01249             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01250           }
01251           break;
01252         case VEH_ROAD:
01253           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01254             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);
01255           }
01256           break;
01257         default:
01258           break;
01259       }
01260       length++;
01261     }
01262 
01263     free(grf_cache);
01264     free(veh_cache);
01265     free(gro_cache);
01266     free(tra_cache);
01267   }
01268 
01269   /* Check whether the caches are still valid */
01270   FOR_ALL_VEHICLES(v) {
01271     byte buff[sizeof(VehicleCargoList)];
01272     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01273     v->cargo.InvalidateCache();
01274     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01275   }
01276 
01277   Station *st;
01278   FOR_ALL_STATIONS(st) {
01279     for (CargoID c = 0; c < NUM_CARGO; c++) {
01280       byte buff[sizeof(StationCargoList)];
01281       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01282       st->goods[c].cargo.InvalidateCache();
01283       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01284     }
01285   }
01286 }
01287 
01293 void StateGameLoop()
01294 {
01295   /* dont execute the state loop during pause */
01296   if (_pause_mode != PM_UNPAUSED) {
01297     UpdateLandscapingLimits();
01298     Game::GameLoop();
01299     CallWindowTickEvent();
01300     return;
01301   }
01302   if (HasModalProgress()) return;
01303 
01304   ClearStorageChanges(false);
01305 
01306   if (_game_mode == GM_EDITOR) {
01307     RunTileLoop();
01308     CallVehicleTicks();
01309     CallLandscapeTick();
01310     ClearStorageChanges(true);
01311     UpdateLandscapingLimits();
01312 
01313     CallWindowTickEvent();
01314     NewsLoop();
01315   } else {
01316     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01317       /* Save the desync savegame if needed. */
01318       char name[MAX_PATH];
01319       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01320       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01321     }
01322 
01323     CheckCaches();
01324 
01325     /* All these actions has to be done from OWNER_NONE
01326      *  for multiplayer compatibility */
01327     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01328 
01329     AnimateAnimatedTiles();
01330     IncreaseDate();
01331     RunTileLoop();
01332     CallVehicleTicks();
01333     CallLandscapeTick();
01334     ClearStorageChanges(true);
01335 
01336     AI::GameLoop();
01337     Game::GameLoop();
01338     UpdateLandscapingLimits();
01339 
01340     CallWindowTickEvent();
01341     NewsLoop();
01342     cur_company.Restore();
01343   }
01344 
01345   assert(IsLocalCompany());
01346 }
01347 
01352 static void DoAutosave()
01353 {
01354   char buf[MAX_PATH];
01355 
01356 #if defined(PSP)
01357   /* Autosaving in networking is too time expensive for the PSP */
01358   if (_networking) return;
01359 #endif /* PSP */
01360 
01361   if (_settings_client.gui.keep_all_autosave) {
01362     GenerateDefaultSaveName(buf, lastof(buf));
01363     strecat(buf, ".sav", lastof(buf));
01364   } else {
01365     static int _autosave_ctr = 0;
01366 
01367     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01368     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01369 
01370     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01371   }
01372 
01373   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01374   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01375     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01376   }
01377 }
01378 
01379 void GameLoop()
01380 {
01381   if (_game_mode == GM_BOOTSTRAP) {
01382 #ifdef ENABLE_NETWORK
01383     /* Check for UDP stuff */
01384     if (_network_available) NetworkBackgroundLoop();
01385 #endif
01386     InputLoop();
01387     return;
01388   }
01389 
01390   ProcessAsyncSaveFinish();
01391 
01392   /* autosave game? */
01393   if (_do_autosave) {
01394     _do_autosave = false;
01395     DoAutosave();
01396     SetWindowDirty(WC_STATUS_BAR, 0);
01397   }
01398 
01399   /* switch game mode? */
01400   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01401     SwitchToMode(_switch_mode);
01402     _switch_mode = SM_NONE;
01403   }
01404 
01405   IncreaseSpriteLRU();
01406   InteractiveRandom();
01407 
01408   extern int _caret_timer;
01409   _caret_timer += 3;
01410   CursorTick();
01411 
01412 #ifdef ENABLE_NETWORK
01413   /* Check for UDP stuff */
01414   if (_network_available) NetworkBackgroundLoop();
01415 
01416   if (_networking && !HasModalProgress()) {
01417     /* Multiplayer */
01418     NetworkGameLoop();
01419   } else {
01420     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01421       /* This means that we want to reconnect to the last host
01422        * We do this here, because it means that the network is really closed */
01423       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01424     }
01425     /* Singleplayer */
01426     StateGameLoop();
01427   }
01428 
01429   /* Check chat messages roughly once a second. */
01430   static uint check_message = 0;
01431   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01432     check_message = 0;
01433     NetworkChatMessageLoop();
01434   }
01435 #else
01436   StateGameLoop();
01437 #endif /* ENABLE_NETWORK */
01438 
01439   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01440 
01441   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01442 
01443   InputLoop();
01444 
01445   _sound_driver->MainLoop();
01446   MusicLoop();
01447 }