openttd.cpp

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00001 /* $Id: openttd.cpp 26174 2013-12-23 18:09:03Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "error.h"
00021 #include "gui.h"
00022 
00023 #include "base_media_base.h"
00024 #include "saveload/saveload.h"
00025 #include "company_func.h"
00026 #include "command_func.h"
00027 #include "news_func.h"
00028 #include "fios.h"
00029 #include "aircraft.h"
00030 #include "roadveh.h"
00031 #include "train.h"
00032 #include "ship.h"
00033 #include "console_func.h"
00034 #include "screenshot.h"
00035 #include "network/network.h"
00036 #include "network/network_func.h"
00037 #include "ai/ai.hpp"
00038 #include "ai/ai_config.hpp"
00039 #include "settings_func.h"
00040 #include "genworld.h"
00041 #include "progress.h"
00042 #include "strings_func.h"
00043 #include "date_func.h"
00044 #include "vehicle_func.h"
00045 #include "gamelog.h"
00046 #include "animated_tile_func.h"
00047 #include "roadstop_base.h"
00048 #include "elrail_func.h"
00049 #include "rev.h"
00050 #include "highscore.h"
00051 #include "station_base.h"
00052 #include "crashlog.h"
00053 #include "engine_func.h"
00054 #include "core/random_func.hpp"
00055 #include "rail_gui.h"
00056 #include "core/backup_type.hpp"
00057 #include "hotkeys.h"
00058 #include "newgrf.h"
00059 #include "misc/getoptdata.h"
00060 #include "game/game.hpp"
00061 #include "game/game_config.hpp"
00062 #include "town.h"
00063 #include "subsidy_func.h"
00064 #include "gfx_layout.h"
00065 
00066 
00067 #include "linkgraph/linkgraphschedule.h"
00068 
00069 #include <stdarg.h>
00070 
00071 
00072 void CallLandscapeTick();
00073 void IncreaseDate();
00074 void DoPaletteAnimations();
00075 void MusicLoop();
00076 void ResetMusic();
00077 void CallWindowTickEvent();
00078 bool HandleBootstrap();
00079 
00080 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00081 extern void ShowOSErrorBox(const char *buf, bool system);
00082 extern char *_config_file;
00083 
00089 void CDECL usererror(const char *s, ...)
00090 {
00091   va_list va;
00092   char buf[512];
00093 
00094   va_start(va, s);
00095   vsnprintf(buf, lengthof(buf), s, va);
00096   va_end(va);
00097 
00098   ShowOSErrorBox(buf, false);
00099   if (_video_driver != NULL) _video_driver->Stop();
00100 
00101   exit(1);
00102 }
00103 
00109 void CDECL error(const char *s, ...)
00110 {
00111   va_list va;
00112   char buf[512];
00113 
00114   va_start(va, s);
00115   vsnprintf(buf, lengthof(buf), s, va);
00116   va_end(va);
00117 
00118   ShowOSErrorBox(buf, true);
00119 
00120   /* Set the error message for the crash log and then invoke it. */
00121   CrashLog::SetErrorMessage(buf);
00122   abort();
00123 }
00124 
00129 void CDECL ShowInfoF(const char *str, ...)
00130 {
00131   va_list va;
00132   char buf[1024];
00133   va_start(va, str);
00134   vsnprintf(buf, lengthof(buf), str, va);
00135   va_end(va);
00136   ShowInfo(buf);
00137 }
00138 
00142 static void ShowHelp()
00143 {
00144   char buf[8192];
00145   char *p = buf;
00146 
00147   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00148   p = strecpy(p,
00149     "\n"
00150     "\n"
00151     "Command line options:\n"
00152     "  -v drv              = Set video driver (see below)\n"
00153     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00154     "  -m drv              = Set music driver (see below)\n"
00155     "  -b drv              = Set the blitter to use (see below)\n"
00156     "  -r res              = Set resolution (for instance 800x600)\n"
00157     "  -h                  = Display this help text\n"
00158     "  -t year             = Set starting year\n"
00159     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00160     "  -e                  = Start Editor\n"
00161     "  -g [savegame]       = Start new/save game immediately\n"
00162     "  -G seed             = Set random seed\n"
00163 #if defined(ENABLE_NETWORK)
00164     "  -n [ip:port#company]= Join network game\n"
00165     "  -p password         = Password to join server\n"
00166     "  -P password         = Password to join company\n"
00167     "  -D [ip][:port]      = Start dedicated server\n"
00168     "  -l ip[:port]        = Redirect DEBUG()\n"
00169 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00170     "  -f                  = Fork into the background (dedicated only)\n"
00171 #endif
00172 #endif /* ENABLE_NETWORK */
00173     "  -I graphics_set     = Force the graphics set (see below)\n"
00174     "  -S sounds_set       = Force the sounds set (see below)\n"
00175     "  -M music_set        = Force the music set (see below)\n"
00176     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00177     "  -x                  = Do not automatically save to config file on exit\n"
00178     "  -q savegame         = Write some information about the savegame and exit\n"
00179     "\n",
00180     lastof(buf)
00181   );
00182 
00183   /* List the graphics packs */
00184   p = BaseGraphics::GetSetsList(p, lastof(buf));
00185 
00186   /* List the sounds packs */
00187   p = BaseSounds::GetSetsList(p, lastof(buf));
00188 
00189   /* List the music packs */
00190   p = BaseMusic::GetSetsList(p, lastof(buf));
00191 
00192   /* List the drivers */
00193   p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
00194 
00195   /* List the blitters */
00196   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00197 
00198   /* List the debug facilities. */
00199   p = DumpDebugFacilityNames(p, lastof(buf));
00200 
00201   /* We need to initialize the AI, so it finds the AIs */
00202   AI::Initialize();
00203   p = AI::GetConsoleList(p, lastof(buf), true);
00204   AI::Uninitialize(true);
00205 
00206   /* We need to initialize the GameScript, so it finds the GSs */
00207   Game::Initialize();
00208   p = Game::GetConsoleList(p, lastof(buf), true);
00209   Game::Uninitialize(true);
00210 
00211   /* ShowInfo put output to stderr, but version information should go
00212    * to stdout; this is the only exception */
00213 #if !defined(WIN32) && !defined(WIN64)
00214   printf("%s\n", buf);
00215 #else
00216   ShowInfo(buf);
00217 #endif
00218 }
00219 
00220 static void WriteSavegameInfo(const char *name)
00221 {
00222   extern uint16 _sl_version;
00223   uint32 last_ottd_rev = 0;
00224   byte ever_modified = 0;
00225   bool removed_newgrfs = false;
00226 
00227   GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
00228 
00229   char buf[8192];
00230   char *p = buf;
00231   p += seprintf(p, lastof(buf), "Name:         %s\n", name);
00232   p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
00233   p += seprintf(p, lastof(buf), "NewGRF ver:   0x%08X\n", last_ottd_rev);
00234   p += seprintf(p, lastof(buf), "Modified:     %d\n", ever_modified);
00235 
00236   if (removed_newgrfs) {
00237     p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
00238   }
00239 
00240   p = strecpy(p, "NewGRFs:\n", lastof(buf));
00241   if (_load_check_data.HasNewGrfs()) {
00242     for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
00243       char md5sum[33];
00244       md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
00245       p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
00246     }
00247   }
00248 
00249   /* ShowInfo put output to stderr, but version information should go
00250    * to stdout; this is the only exception */
00251 #if !defined(WIN32) && !defined(WIN64)
00252   printf("%s\n", buf);
00253 #else
00254   ShowInfo(buf);
00255 #endif
00256 }
00257 
00258 
00265 static void ParseResolution(Dimension *res, const char *s)
00266 {
00267   const char *t = strchr(s, 'x');
00268   if (t == NULL) {
00269     ShowInfoF("Invalid resolution '%s'", s);
00270     return;
00271   }
00272 
00273   res->width  = max(strtoul(s, NULL, 0), 64UL);
00274   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00275 }
00276 
00277 
00282 static void ShutdownGame()
00283 {
00284   IConsoleFree();
00285 
00286   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00287 
00288   DriverFactoryBase::ShutdownDrivers();
00289 
00290   UnInitWindowSystem();
00291 
00292   /* stop the scripts */
00293   AI::Uninitialize(false);
00294   Game::Uninitialize(false);
00295 
00296   /* Uninitialize variables that are allocated dynamically */
00297   GamelogReset();
00298 
00299 #ifdef ENABLE_NETWORK
00300   free(_config_file);
00301 #endif
00302 
00303   LinkGraphSchedule::Clear();
00304   PoolBase::Clean(PT_ALL);
00305 
00306   /* No NewGRFs were loaded when it was still bootstrapping. */
00307   if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
00308 
00309   /* Close all and any open filehandles */
00310   FioCloseAll();
00311 
00312   UninitFreeType();
00313 }
00314 
00319 static void LoadIntroGame(bool load_newgrfs = true)
00320 {
00321   _game_mode = GM_MENU;
00322 
00323   if (load_newgrfs) ResetGRFConfig(false);
00324 
00325   /* Setup main window */
00326   ResetWindowSystem();
00327   SetupColoursAndInitialWindow();
00328 
00329   /* Load the default opening screen savegame */
00330   if (SaveOrLoad("opntitle.dat", SL_LOAD, BASESET_DIR) != SL_OK) {
00331     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00332     WaitTillGeneratedWorld();
00333     SetLocalCompany(COMPANY_SPECTATOR);
00334   } else {
00335     SetLocalCompany(COMPANY_FIRST);
00336   }
00337 
00338   _pause_mode = PM_UNPAUSED;
00339   _cursor.fix_at = false;
00340 
00341   if (load_newgrfs) CheckForMissingSprites();
00342   CheckForMissingGlyphs();
00343 
00344   /* Play main theme */
00345   if (_music_driver->IsSongPlaying()) ResetMusic();
00346 }
00347 
00348 void MakeNewgameSettingsLive()
00349 {
00350   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00351     if (_settings_game.ai_config[c] != NULL) {
00352       delete _settings_game.ai_config[c];
00353     }
00354   }
00355   if (_settings_game.game_config != NULL) {
00356     delete _settings_game.game_config;
00357   }
00358 
00359   /* Copy newgame settings to active settings.
00360    * Also initialise old settings needed for savegame conversion. */
00361   _settings_game = _settings_newgame;
00362   _old_vds = _settings_client.company.vehicle;
00363 
00364   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00365     _settings_game.ai_config[c] = NULL;
00366     if (_settings_newgame.ai_config[c] != NULL) {
00367       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00368     }
00369   }
00370   _settings_game.game_config = NULL;
00371   if (_settings_newgame.game_config != NULL) {
00372     _settings_game.game_config = new GameConfig(_settings_newgame.game_config);
00373   }
00374 }
00375 
00376 void OpenBrowser(const char *url)
00377 {
00378   /* Make sure we only accept urls that are sure to open a browser. */
00379   if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
00380 
00381   extern void OSOpenBrowser(const char *url);
00382   OSOpenBrowser(url);
00383 }
00384 
00386 struct AfterNewGRFScan : NewGRFScanCallback {
00387   Year startyear;                    
00388   uint generation_seed;              
00389   char *dedicated_host;              
00390   uint16 dedicated_port;             
00391   char *network_conn;                
00392   const char *join_server_password;  
00393   const char *join_company_password; 
00394   bool *save_config_ptr;             
00395   bool save_config;                  
00396 
00402   AfterNewGRFScan(bool *save_config_ptr) :
00403       startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
00404       dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
00405       join_server_password(NULL), join_company_password(NULL),
00406       save_config_ptr(save_config_ptr), save_config(true)
00407   {
00408   }
00409 
00410   virtual void OnNewGRFsScanned()
00411   {
00412     ResetGRFConfig(false);
00413 
00414     TarScanner::DoScan(TarScanner::SCENARIO);
00415 
00416     AI::Initialize();
00417     Game::Initialize();
00418 
00419     /* We want the new (correct) NewGRF count to survive the loading. */
00420     uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
00421     LoadFromConfig();
00422     _settings_client.gui.last_newgrf_count = last_newgrf_count;
00423     /* Since the default for the palette might have changed due to
00424      * reading the configuration file, recalculate that now. */
00425     UpdateNewGRFConfigPalette();
00426 
00427     Game::Uninitialize(true);
00428     AI::Uninitialize(true);
00429     CheckConfig();
00430     LoadFromHighScore();
00431     LoadHotkeysFromConfig();
00432     WindowDesc::LoadFromConfig();
00433 
00434     /* We have loaded the config, so we may possibly save it. */
00435     *save_config_ptr = save_config;
00436 
00437     /* restore saved music volume */
00438     _music_driver->SetVolume(_settings_client.music.music_vol);
00439 
00440     if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00441     if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00442 
00443 #if defined(ENABLE_NETWORK)
00444     if (dedicated_host != NULL) {
00445       _network_bind_list.Clear();
00446       *_network_bind_list.Append() = strdup(dedicated_host);
00447     }
00448     if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00449 #endif /* ENABLE_NETWORK */
00450 
00451     /* initialize the ingame console */
00452     IConsoleInit();
00453     InitializeGUI();
00454     IConsoleCmdExec("exec scripts/autoexec.scr 0");
00455 
00456     /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00457     if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00458 
00459 #ifdef ENABLE_NETWORK
00460     if (_network_available && network_conn != NULL) {
00461       const char *port = NULL;
00462       const char *company = NULL;
00463       uint16 rport = NETWORK_DEFAULT_PORT;
00464       CompanyID join_as = COMPANY_NEW_COMPANY;
00465 
00466       ParseConnectionString(&company, &port, network_conn);
00467 
00468       if (company != NULL) {
00469         join_as = (CompanyID)atoi(company);
00470 
00471         if (join_as != COMPANY_SPECTATOR) {
00472           join_as--;
00473           if (join_as >= MAX_COMPANIES) {
00474             delete this;
00475             return;
00476           }
00477         }
00478       }
00479       if (port != NULL) rport = atoi(port);
00480 
00481       LoadIntroGame();
00482       _switch_mode = SM_NONE;
00483       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00484     }
00485 #endif /* ENABLE_NETWORK */
00486 
00487     /* After the scan we're not used anymore. */
00488     delete this;
00489   }
00490 };
00491 
00492 #if defined(UNIX) && !defined(__MORPHOS__)
00493 extern void DedicatedFork();
00494 #endif
00495 
00497 static const OptionData _options[] = {
00498    GETOPT_SHORT_VALUE('I'),
00499    GETOPT_SHORT_VALUE('S'),
00500    GETOPT_SHORT_VALUE('M'),
00501    GETOPT_SHORT_VALUE('m'),
00502    GETOPT_SHORT_VALUE('s'),
00503    GETOPT_SHORT_VALUE('v'),
00504    GETOPT_SHORT_VALUE('b'),
00505 #if defined(ENABLE_NETWORK)
00506   GETOPT_SHORT_OPTVAL('D'),
00507   GETOPT_SHORT_OPTVAL('n'),
00508    GETOPT_SHORT_VALUE('l'),
00509    GETOPT_SHORT_VALUE('p'),
00510    GETOPT_SHORT_VALUE('P'),
00511 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00512    GETOPT_SHORT_NOVAL('f'),
00513 #endif
00514 #endif /* ENABLE_NETWORK */
00515    GETOPT_SHORT_VALUE('r'),
00516    GETOPT_SHORT_VALUE('t'),
00517   GETOPT_SHORT_OPTVAL('d'),
00518    GETOPT_SHORT_NOVAL('e'),
00519   GETOPT_SHORT_OPTVAL('g'),
00520    GETOPT_SHORT_VALUE('G'),
00521    GETOPT_SHORT_VALUE('c'),
00522    GETOPT_SHORT_NOVAL('x'),
00523    GETOPT_SHORT_VALUE('q'),
00524    GETOPT_SHORT_NOVAL('h'),
00525   GETOPT_END()
00526 };
00527 
00534 int openttd_main(int argc, char *argv[])
00535 {
00536   char *musicdriver = NULL;
00537   char *sounddriver = NULL;
00538   char *videodriver = NULL;
00539   char *blitter = NULL;
00540   char *graphics_set = NULL;
00541   char *sounds_set = NULL;
00542   char *music_set = NULL;
00543   Dimension resolution = {0, 0};
00544   /* AfterNewGRFScan sets save_config to true after scanning completed. */
00545   bool save_config = false;
00546   AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
00547 #if defined(ENABLE_NETWORK)
00548   bool dedicated = false;
00549   char *debuglog_conn = NULL;
00550 
00551   extern bool _dedicated_forks;
00552   _dedicated_forks = false;
00553 #endif /* ENABLE_NETWORK */
00554 
00555   _game_mode = GM_MENU;
00556   _switch_mode = SM_MENU;
00557   _config_file = NULL;
00558 
00559   GetOptData mgo(argc - 1, argv + 1, _options);
00560   int ret = 0;
00561 
00562   int i;
00563   while ((i = mgo.GetOpt()) != -1) {
00564     switch (i) {
00565     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00566     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00567     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00568     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00569     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00570     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00571     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00572 #if defined(ENABLE_NETWORK)
00573     case 'D':
00574       free(musicdriver);
00575       free(sounddriver);
00576       free(videodriver);
00577       free(blitter);
00578       musicdriver = strdup("null");
00579       sounddriver = strdup("null");
00580       videodriver = strdup("dedicated");
00581       blitter = strdup("null");
00582       dedicated = true;
00583       SetDebugString("net=6");
00584       if (mgo.opt != NULL) {
00585         /* Use the existing method for parsing (openttd -n).
00586          * However, we do ignore the #company part. */
00587         const char *temp = NULL;
00588         const char *port = NULL;
00589         ParseConnectionString(&temp, &port, mgo.opt);
00590         if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
00591         if (port != NULL) scanner->dedicated_port = atoi(port);
00592       }
00593       break;
00594     case 'f': _dedicated_forks = true; break;
00595     case 'n':
00596       scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
00597       break;
00598     case 'l':
00599       debuglog_conn = mgo.opt;
00600       break;
00601     case 'p':
00602       scanner->join_server_password = mgo.opt;
00603       break;
00604     case 'P':
00605       scanner->join_company_password = mgo.opt;
00606       break;
00607 #endif /* ENABLE_NETWORK */
00608     case 'r': ParseResolution(&resolution, mgo.opt); break;
00609     case 't': scanner->startyear = atoi(mgo.opt); break;
00610     case 'd': {
00611 #if defined(WIN32)
00612         CreateConsole();
00613 #endif
00614         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00615         break;
00616       }
00617     case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
00618     case 'g':
00619       if (mgo.opt != NULL) {
00620         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00621         _switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
00622         _file_to_saveload.mode = SL_LOAD;
00623 
00624         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00625         const char *t = strrchr(_file_to_saveload.name, '.');
00626         if (t != NULL) {
00627           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00628           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00629         }
00630 
00631         break;
00632       }
00633 
00634       _switch_mode = SM_NEWGAME;
00635       /* Give a random map if no seed has been given */
00636       if (scanner->generation_seed == GENERATE_NEW_SEED) {
00637         scanner->generation_seed = InteractiveRandom();
00638       }
00639       break;
00640     case 'q': {
00641       DeterminePaths(argv[0]);
00642       if (StrEmpty(mgo.opt)) {
00643         ret = 1;
00644         goto exit_noshutdown;
00645       }
00646 
00647       char title[80];
00648       title[0] = '\0';
00649       FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
00650 
00651       _load_check_data.Clear();
00652       SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
00653       if (res != SL_OK || _load_check_data.HasErrors()) {
00654         fprintf(stderr, "Failed to open savegame\n");
00655         if (_load_check_data.HasErrors()) {
00656           char buf[256];
00657           SetDParamStr(0, _load_check_data.error_data);
00658           GetString(buf, _load_check_data.error, lastof(buf));
00659           fprintf(stderr, "%s\n", buf);
00660         }
00661         goto exit_noshutdown;
00662       }
00663 
00664       WriteSavegameInfo(title);
00665 
00666       goto exit_noshutdown;
00667     }
00668     case 'G': scanner->generation_seed = atoi(mgo.opt); break;
00669     case 'c': _config_file = strdup(mgo.opt); break;
00670     case 'x': scanner->save_config = false; break;
00671     case 'h':
00672       i = -2; // Force printing of help.
00673       break;
00674     }
00675     if (i == -2) break;
00676   }
00677 
00678   if (i == -2 || mgo.numleft > 0) {
00679     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00680      * In all cases, print the help, and exit.
00681      *
00682      * The next two functions are needed to list the graphics sets. We can't do them earlier
00683      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00684     DeterminePaths(argv[0]);
00685     TarScanner::DoScan(TarScanner::BASESET);
00686     BaseGraphics::FindSets();
00687     BaseSounds::FindSets();
00688     BaseMusic::FindSets();
00689     ShowHelp();
00690 
00691     goto exit_noshutdown;
00692   }
00693 
00694 #if defined(WINCE) && defined(_DEBUG)
00695   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00696   SetDebugString("4");
00697 #endif
00698 
00699   DeterminePaths(argv[0]);
00700   TarScanner::DoScan(TarScanner::BASESET);
00701 
00702 #if defined(ENABLE_NETWORK)
00703   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00704   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00705 
00706 #if defined(UNIX) && !defined(__MORPHOS__)
00707   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00708   if (_dedicated_forks) DedicatedFork();
00709 #endif
00710 #endif
00711 
00712   LoadFromConfig(true);
00713 
00714   if (resolution.width != 0) _cur_resolution = resolution;
00715 
00716   /*
00717    * The width and height must be at least 1 pixel and width times
00718    * height times bytes per pixel must still fit within a 32 bits
00719    * integer, even for 32 bpp video modes. This way all internal
00720    * drawing routines work correctly.
00721    */
00722   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
00723   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
00724 
00725   /* Assume the cursor starts within the game as not all video drivers
00726    * get an event that the cursor is within the window when it is opened.
00727    * Saying the cursor is there makes no visible difference as it would
00728    * just be out of the bounds of the window. */
00729   _cursor.in_window = true;
00730 
00731   /* enumerate language files */
00732   InitializeLanguagePacks();
00733 
00734   /* Initialize the regular font for FreeType */
00735   InitFreeType(false);
00736 
00737   /* This must be done early, since functions use the SetWindowDirty* calls */
00738   InitWindowSystem();
00739 
00740   BaseGraphics::FindSets();
00741   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00742   if (!BaseGraphics::SetSet(graphics_set)) {
00743     if (!StrEmpty(graphics_set)) {
00744       BaseGraphics::SetSet(NULL);
00745 
00746       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
00747       msg.SetDParamStr(0, graphics_set);
00748       ScheduleErrorMessage(msg);
00749     }
00750   }
00751   free(graphics_set);
00752 
00753   /* Initialize game palette */
00754   GfxInitPalettes();
00755 
00756   DEBUG(misc, 1, "Loading blitter...");
00757   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00758   _blitter_autodetected = StrEmpty(blitter);
00759   /* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
00760   if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
00761     if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00762       StrEmpty(blitter) ?
00763         usererror("Failed to autoprobe blitter") :
00764         usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00765     }
00766   }
00767   free(blitter);
00768 
00769   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00770   _video_driver = (VideoDriver*)DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00771   if (_video_driver == NULL) {
00772     StrEmpty(videodriver) ?
00773       usererror("Failed to autoprobe video driver") :
00774       usererror("Failed to select requested video driver '%s'", videodriver);
00775   }
00776   free(videodriver);
00777 
00778   /* Initialize the zoom level of the screen to normal */
00779   _screen.zoom = ZOOM_LVL_NORMAL;
00780 
00781   NetworkStartUp(); // initialize network-core
00782 
00783 #if defined(ENABLE_NETWORK)
00784   if (debuglog_conn != NULL && _network_available) {
00785     const char *not_used = NULL;
00786     const char *port = NULL;
00787     uint16 rport;
00788 
00789     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00790 
00791     ParseConnectionString(&not_used, &port, debuglog_conn);
00792     if (port != NULL) rport = atoi(port);
00793 
00794     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00795   }
00796 #endif /* ENABLE_NETWORK */
00797 
00798   if (!HandleBootstrap()) {
00799     ShutdownGame();
00800 
00801     goto exit_bootstrap;
00802   }
00803 
00804   _video_driver->ClaimMousePointer();
00805 
00806   /* initialize screenshot formats */
00807   InitializeScreenshotFormats();
00808 
00809   BaseSounds::FindSets();
00810   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00811   if (!BaseSounds::SetSet(sounds_set)) {
00812     if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
00813       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
00814     } else {
00815       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
00816       msg.SetDParamStr(0, sounds_set);
00817       ScheduleErrorMessage(msg);
00818     }
00819   }
00820   free(sounds_set);
00821 
00822   BaseMusic::FindSets();
00823   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00824   if (!BaseMusic::SetSet(music_set)) {
00825     if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
00826       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
00827     } else {
00828       ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
00829       msg.SetDParamStr(0, music_set);
00830       ScheduleErrorMessage(msg);
00831     }
00832   }
00833   free(music_set);
00834 
00835   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00836   _sound_driver = (SoundDriver*)DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00837   if (_sound_driver == NULL) {
00838     StrEmpty(sounddriver) ?
00839       usererror("Failed to autoprobe sound driver") :
00840       usererror("Failed to select requested sound driver '%s'", sounddriver);
00841   }
00842   free(sounddriver);
00843 
00844   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00845   _music_driver = (MusicDriver*)DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00846   if (_music_driver == NULL) {
00847     StrEmpty(musicdriver) ?
00848       usererror("Failed to autoprobe music driver") :
00849       usererror("Failed to select requested music driver '%s'", musicdriver);
00850   }
00851   free(musicdriver);
00852 
00853   /* Take our initial lock on whatever we might want to do! */
00854   _modal_progress_paint_mutex->BeginCritical();
00855   _modal_progress_work_mutex->BeginCritical();
00856 
00857   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00858   WaitTillGeneratedWorld();
00859 
00860   LoadIntroGame(false);
00861 
00862   CheckForMissingGlyphs();
00863 
00864   /* ScanNewGRFFiles now has control over the scanner. */
00865   ScanNewGRFFiles(scanner);
00866   scanner = NULL;
00867 
00868   _video_driver->MainLoop();
00869 
00870   WaitTillSaved();
00871 
00872   /* only save config if we have to */
00873   if (save_config) {
00874     SaveToConfig();
00875     SaveHotkeysToConfig();
00876     WindowDesc::SaveToConfig();
00877     SaveToHighScore();
00878   }
00879 
00880   /* Reset windowing system, stop drivers, free used memory, ... */
00881   ShutdownGame();
00882   goto exit_normal;
00883 
00884 exit_noshutdown:
00885   /* These three are normally freed before bootstrap. */
00886   free(graphics_set);
00887   free(videodriver);
00888   free(blitter);
00889 
00890 exit_bootstrap:
00891   /* These are normally freed before exit, but after bootstrap. */
00892   free(sounds_set);
00893   free(music_set);
00894   free(musicdriver);
00895   free(sounddriver);
00896 
00897 exit_normal:
00898   free(BaseGraphics::ini_set);
00899   free(BaseSounds::ini_set);
00900   free(BaseMusic::ini_set);
00901 
00902   free(_ini_musicdriver);
00903   free(_ini_sounddriver);
00904   free(_ini_videodriver);
00905   free(_ini_blitter);
00906 
00907   delete scanner;
00908 
00909 #ifdef ENABLE_NETWORK
00910   extern FILE *_log_fd;
00911   if (_log_fd != NULL) {
00912     fclose(_log_fd);
00913   }
00914 #endif /* ENABLE_NETWORK */
00915 
00916   return ret;
00917 }
00918 
00919 void HandleExitGameRequest()
00920 {
00921   if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
00922     _exit_game = true;
00923   } else if (_settings_client.gui.autosave_on_exit) {
00924     DoExitSave();
00925     _exit_game = true;
00926   } else {
00927     AskExitGame();
00928   }
00929 }
00930 
00931 static void MakeNewGameDone()
00932 {
00933   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00934 
00935   /* In a dedicated server, the server does not play */
00936   if (!_video_driver->HasGUI()) {
00937     SetLocalCompany(COMPANY_SPECTATOR);
00938     if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00939     IConsoleCmdExec("exec scripts/game_start.scr 0");
00940     return;
00941   }
00942 
00943   /* Create a single company */
00944   DoStartupNewCompany(false);
00945 
00946   Company *c = Company::Get(COMPANY_FIRST);
00947   c->settings = _settings_client.company;
00948 
00949   IConsoleCmdExec("exec scripts/game_start.scr 0");
00950 
00951   SetLocalCompany(COMPANY_FIRST);
00952 
00953   InitializeRailGUI();
00954 
00955 #ifdef ENABLE_NETWORK
00956   /* We are the server, we start a new company (not dedicated),
00957    * so set the default password *if* needed. */
00958   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00959     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00960   }
00961 #endif /* ENABLE_NETWORK */
00962 
00963   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00964 
00965   CheckEngines();
00966   MarkWholeScreenDirty();
00967 }
00968 
00969 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00970 {
00971   _game_mode = GM_NORMAL;
00972 
00973   ResetGRFConfig(true);
00974 
00975   GenerateWorldSetCallback(&MakeNewGameDone);
00976   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00977 }
00978 
00979 static void MakeNewEditorWorldDone()
00980 {
00981   SetLocalCompany(OWNER_NONE);
00982 }
00983 
00984 static void MakeNewEditorWorld()
00985 {
00986   _game_mode = GM_EDITOR;
00987 
00988   ResetGRFConfig(true);
00989 
00990   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00991   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00992 }
00993 
01004 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
01005 {
01006   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
01007   GameMode ogm = _game_mode;
01008 
01009   _game_mode = newgm;
01010 
01011   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
01012     case SL_OK: return true;
01013 
01014     case SL_REINIT:
01015 #ifdef ENABLE_NETWORK
01016       if (_network_dedicated) {
01017         /*
01018          * We need to reinit a network map...
01019          * We can't simply load the intro game here as that game has many
01020          * special cases which make clients desync immediately. So we fall
01021          * back to just generating a new game with the current settings.
01022          */
01023         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
01024         MakeNewGame(false, true);
01025         return false;
01026       }
01027       if (_network_server) {
01028         /* We can't load the intro game as server, so disconnect first. */
01029         NetworkDisconnect();
01030       }
01031 #endif /* ENABLE_NETWORK */
01032 
01033       switch (ogm) {
01034         default:
01035         case GM_MENU:   LoadIntroGame();      break;
01036         case GM_EDITOR: MakeNewEditorWorld(); break;
01037       }
01038       return false;
01039 
01040     default:
01041       _game_mode = ogm;
01042       return false;
01043   }
01044 }
01045 
01046 void SwitchToMode(SwitchMode new_mode)
01047 {
01048 #ifdef ENABLE_NETWORK
01049   /* If we are saving something, the network stays in his current state */
01050   if (new_mode != SM_SAVE_GAME) {
01051     /* If the network is active, make it not-active */
01052     if (_networking) {
01053       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
01054         NetworkReboot();
01055       } else {
01056         NetworkDisconnect();
01057       }
01058     }
01059 
01060     /* If we are a server, we restart the server */
01061     if (_is_network_server) {
01062       /* But not if we are going to the menu */
01063       if (new_mode != SM_MENU) {
01064         /* check if we should reload the config */
01065         if (_settings_client.network.reload_cfg) {
01066           LoadFromConfig();
01067           MakeNewgameSettingsLive();
01068           ResetGRFConfig(false);
01069         }
01070         NetworkServerStart();
01071       } else {
01072         /* This client no longer wants to be a network-server */
01073         _is_network_server = false;
01074       }
01075     }
01076   }
01077 #endif /* ENABLE_NETWORK */
01078   /* Make sure all AI controllers are gone at quitting game */
01079   if (new_mode != SM_SAVE_GAME) AI::KillAll();
01080 
01081   switch (new_mode) {
01082     case SM_EDITOR: // Switch to scenario editor
01083       MakeNewEditorWorld();
01084       break;
01085 
01086     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01087     case SM_NEWGAME: // New Game --> 'Random game'
01088 #ifdef ENABLE_NETWORK
01089       if (_network_server) {
01090         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01091       }
01092 #endif /* ENABLE_NETWORK */
01093       MakeNewGame(false, new_mode == SM_NEWGAME);
01094       break;
01095 
01096     case SM_LOAD_GAME: { // Load game, Play Scenario
01097       ResetGRFConfig(true);
01098       ResetWindowSystem();
01099 
01100       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01101         SetDParamStr(0, GetSaveLoadErrorString());
01102         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01103       } else {
01104         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01105           /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
01106           EngineOverrideManager::ResetToCurrentNewGRFConfig();
01107         }
01108         /* Update the local company for a loaded game. It is either always
01109          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01110         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01111         /* Execute the game-start script */
01112         IConsoleCmdExec("exec scripts/game_start.scr 0");
01113         /* Decrease pause counter (was increased from opening load dialog) */
01114         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01115 #ifdef ENABLE_NETWORK
01116         if (_network_server) {
01117           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01118         }
01119 #endif /* ENABLE_NETWORK */
01120       }
01121       break;
01122     }
01123 
01124     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01125 #ifdef ENABLE_NETWORK
01126       if (_network_server) {
01127         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01128       }
01129 #endif /* ENABLE_NETWORK */
01130       MakeNewGame(true, true);
01131       break;
01132 
01133     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01134       SetLocalCompany(OWNER_NONE);
01135 
01136       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01137       MarkWholeScreenDirty();
01138       break;
01139 
01140     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01141       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01142         SetLocalCompany(OWNER_NONE);
01143         _settings_newgame.game_creation.starting_year = _cur_year;
01144         /* Cancel the saveload pausing */
01145         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01146       } else {
01147         SetDParamStr(0, GetSaveLoadErrorString());
01148         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01149       }
01150       break;
01151     }
01152 
01153     case SM_MENU: // Switch to game intro menu
01154       LoadIntroGame();
01155       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01156         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01157         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01158       }
01159       break;
01160 
01161     case SM_SAVE_GAME: // Save game.
01162       /* Make network saved games on pause compatible to singleplayer */
01163       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01164         SetDParamStr(0, GetSaveLoadErrorString());
01165         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01166       } else {
01167         DeleteWindowById(WC_SAVELOAD, 0);
01168       }
01169       break;
01170 
01171     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01172       MakeHeightmapScreenshot(_file_to_saveload.name);
01173       DeleteWindowById(WC_SAVELOAD, 0);
01174       break;
01175 
01176     case SM_GENRANDLAND: // Generate random land within scenario editor
01177       SetLocalCompany(OWNER_NONE);
01178       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01179       /* XXX: set date */
01180       MarkWholeScreenDirty();
01181       break;
01182 
01183     default: NOT_REACHED();
01184   }
01185 }
01186 
01187 
01194 static void CheckCaches()
01195 {
01196   /* Return here so it is easy to add checks that are run
01197    * always to aid testing of caches. */
01198   if (_debug_desync_level <= 1) return;
01199 
01200   /* Check the town caches. */
01201   SmallVector<TownCache, 4> old_town_caches;
01202   Town *t;
01203   FOR_ALL_TOWNS(t) {
01204     MemCpyT(old_town_caches.Append(), &t->cache);
01205   }
01206 
01207   extern void RebuildTownCaches();
01208   RebuildTownCaches();
01209   RebuildSubsidisedSourceAndDestinationCache();
01210 
01211   uint i = 0;
01212   FOR_ALL_TOWNS(t) {
01213     if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
01214       DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
01215     }
01216     i++;
01217   }
01218 
01219   /* Check company infrastructure cache. */
01220   SmallVector<CompanyInfrastructure, 4> old_infrastructure;
01221   Company *c;
01222   FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
01223 
01224   extern void AfterLoadCompanyStats();
01225   AfterLoadCompanyStats();
01226 
01227   i = 0;
01228   FOR_ALL_COMPANIES(c) {
01229     if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
01230       DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
01231     }
01232     i++;
01233   }
01234 
01235   /* Strict checking of the road stop cache entries */
01236   const RoadStop *rs;
01237   FOR_ALL_ROADSTOPS(rs) {
01238     if (IsStandardRoadStopTile(rs->xy)) continue;
01239 
01240     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01241     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01242     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01243   }
01244 
01245   Vehicle *v;
01246   FOR_ALL_VEHICLES(v) {
01247     extern void FillNewGRFVehicleCache(const Vehicle *v);
01248     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01249 
01250     uint length = 0;
01251     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01252 
01253     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01254     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01255     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01256     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01257 
01258     length = 0;
01259     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01260       FillNewGRFVehicleCache(u);
01261       grf_cache[length] = u->grf_cache;
01262       veh_cache[length] = u->vcache;
01263       switch (u->type) {
01264         case VEH_TRAIN:
01265           gro_cache[length] = Train::From(u)->gcache;
01266           tra_cache[length] = Train::From(u)->tcache;
01267           break;
01268         case VEH_ROAD:
01269           gro_cache[length] = RoadVehicle::From(u)->gcache;
01270           break;
01271         default:
01272           break;
01273       }
01274       length++;
01275     }
01276 
01277     switch (v->type) {
01278       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01279       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01280       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01281       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01282       default: break;
01283     }
01284 
01285     length = 0;
01286     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01287       FillNewGRFVehicleCache(u);
01288       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01289         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);
01290       }
01291       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01292         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);
01293       }
01294       switch (u->type) {
01295         case VEH_TRAIN:
01296           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01297             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);
01298           }
01299           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01300             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01301           }
01302           break;
01303         case VEH_ROAD:
01304           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01305             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);
01306           }
01307           break;
01308         default:
01309           break;
01310       }
01311       length++;
01312     }
01313 
01314     free(grf_cache);
01315     free(veh_cache);
01316     free(gro_cache);
01317     free(tra_cache);
01318   }
01319 
01320   /* Check whether the caches are still valid */
01321   FOR_ALL_VEHICLES(v) {
01322     byte buff[sizeof(VehicleCargoList)];
01323     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01324     v->cargo.InvalidateCache();
01325     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01326   }
01327 
01328   Station *st;
01329   FOR_ALL_STATIONS(st) {
01330     for (CargoID c = 0; c < NUM_CARGO; c++) {
01331       byte buff[sizeof(StationCargoList)];
01332       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01333       st->goods[c].cargo.InvalidateCache();
01334       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01335     }
01336   }
01337 }
01338 
01344 void StateGameLoop()
01345 {
01346   /* don't execute the state loop during pause */
01347   if (_pause_mode != PM_UNPAUSED) {
01348     UpdateLandscapingLimits();
01349     Game::GameLoop();
01350     CallWindowTickEvent();
01351     return;
01352   }
01353   if (HasModalProgress()) return;
01354 
01355   ClearPersistentStorageChanges(false);
01356 
01357   Layouter::ReduceLineCache();
01358 
01359   if (_game_mode == GM_EDITOR) {
01360     RunTileLoop();
01361     CallVehicleTicks();
01362     CallLandscapeTick();
01363     ClearPersistentStorageChanges(true);
01364     UpdateLandscapingLimits();
01365 
01366     CallWindowTickEvent();
01367     NewsLoop();
01368   } else {
01369     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01370       /* Save the desync savegame if needed. */
01371       char name[MAX_PATH];
01372       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01373       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01374     }
01375 
01376     CheckCaches();
01377 
01378     /* All these actions has to be done from OWNER_NONE
01379      *  for multiplayer compatibility */
01380     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01381 
01382     AnimateAnimatedTiles();
01383     IncreaseDate();
01384     RunTileLoop();
01385     CallVehicleTicks();
01386     CallLandscapeTick();
01387     ClearPersistentStorageChanges(true);
01388 
01389     AI::GameLoop();
01390     Game::GameLoop();
01391     UpdateLandscapingLimits();
01392 
01393     CallWindowTickEvent();
01394     NewsLoop();
01395     cur_company.Restore();
01396   }
01397 
01398   assert(IsLocalCompany());
01399 }
01400 
01405 static void DoAutosave()
01406 {
01407   char buf[MAX_PATH];
01408 
01409 #if defined(PSP)
01410   /* Autosaving in networking is too time expensive for the PSP */
01411   if (_networking) return;
01412 #endif /* PSP */
01413 
01414   if (_settings_client.gui.keep_all_autosave) {
01415     GenerateDefaultSaveName(buf, lastof(buf));
01416     strecat(buf, ".sav", lastof(buf));
01417   } else {
01418     static int _autosave_ctr = 0;
01419 
01420     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01421     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01422 
01423     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01424   }
01425 
01426   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01427   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01428     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01429   }
01430 }
01431 
01432 void GameLoop()
01433 {
01434   if (_game_mode == GM_BOOTSTRAP) {
01435 #ifdef ENABLE_NETWORK
01436     /* Check for UDP stuff */
01437     if (_network_available) NetworkBackgroundLoop();
01438 #endif
01439     InputLoop();
01440     return;
01441   }
01442 
01443   ProcessAsyncSaveFinish();
01444 
01445   /* autosave game? */
01446   if (_do_autosave) {
01447     _do_autosave = false;
01448     DoAutosave();
01449     SetWindowDirty(WC_STATUS_BAR, 0);
01450   }
01451 
01452   /* switch game mode? */
01453   if (_switch_mode != SM_NONE && !HasModalProgress()) {
01454     SwitchToMode(_switch_mode);
01455     _switch_mode = SM_NONE;
01456   }
01457 
01458   IncreaseSpriteLRU();
01459   InteractiveRandom();
01460 
01461   extern int _caret_timer;
01462   _caret_timer += 3;
01463   CursorTick();
01464 
01465 #ifdef ENABLE_NETWORK
01466   /* Check for UDP stuff */
01467   if (_network_available) NetworkBackgroundLoop();
01468 
01469   if (_networking && !HasModalProgress()) {
01470     /* Multiplayer */
01471     NetworkGameLoop();
01472   } else {
01473     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01474       /* This means that we want to reconnect to the last host
01475        * We do this here, because it means that the network is really closed */
01476       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01477     }
01478     /* Singleplayer */
01479     StateGameLoop();
01480   }
01481 
01482   /* Check chat messages roughly once a second. */
01483   static uint check_message = 0;
01484   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01485     check_message = 0;
01486     NetworkChatMessageLoop();
01487   }
01488 #else
01489   StateGameLoop();
01490 #endif /* ENABLE_NETWORK */
01491 
01492   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01493 
01494   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01495 
01496   InputLoop();
01497 
01498   _sound_driver->MainLoop();
01499   MusicLoop();
01500 }