OpenTTD
openttd.cpp
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1 /* $Id: openttd.cpp 27653 2016-09-04 16:06:50Z alberth $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8  */
9 
12 #include "stdafx.h"
13 
14 #include "blitter/factory.hpp"
15 #include "sound/sound_driver.hpp"
16 #include "music/music_driver.hpp"
17 #include "video/video_driver.hpp"
18 
19 #include "fontcache.h"
20 #include "error.h"
21 #include "gui.h"
22 
23 #include "base_media_base.h"
24 #include "saveload/saveload.h"
25 #include "company_func.h"
26 #include "command_func.h"
27 #include "news_func.h"
28 #include "fios.h"
29 #include "aircraft.h"
30 #include "roadveh.h"
31 #include "train.h"
32 #include "ship.h"
33 #include "console_func.h"
34 #include "screenshot.h"
35 #include "network/network.h"
36 #include "network/network_func.h"
37 #include "ai/ai.hpp"
38 #include "ai/ai_config.hpp"
39 #include "settings_func.h"
40 #include "genworld.h"
41 #include "progress.h"
42 #include "strings_func.h"
43 #include "date_func.h"
44 #include "vehicle_func.h"
45 #include "gamelog.h"
46 #include "animated_tile_func.h"
47 #include "roadstop_base.h"
48 #include "elrail_func.h"
49 #include "rev.h"
50 #include "highscore.h"
51 #include "station_base.h"
52 #include "crashlog.h"
53 #include "engine_func.h"
54 #include "core/random_func.hpp"
55 #include "rail_gui.h"
56 #include "core/backup_type.hpp"
57 #include "hotkeys.h"
58 #include "newgrf.h"
59 #include "misc/getoptdata.h"
60 #include "game/game.hpp"
61 #include "game/game_config.hpp"
62 #include "town.h"
63 #include "subsidy_func.h"
64 #include "gfx_layout.h"
65 #include "viewport_sprite_sorter.h"
66 
68 
69 #include <stdarg.h>
70 
71 #include "safeguards.h"
72 
73 void CallLandscapeTick();
74 void IncreaseDate();
75 void DoPaletteAnimations();
76 void MusicLoop();
77 void ResetMusic();
78 void CallWindowTickEvent();
79 bool HandleBootstrap();
80 
81 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
82 extern void ShowOSErrorBox(const char *buf, bool system);
83 extern char *_config_file;
84 
90 void CDECL usererror(const char *s, ...)
91 {
92  va_list va;
93  char buf[512];
94 
95  va_start(va, s);
96  vseprintf(buf, lastof(buf), s, va);
97  va_end(va);
98 
99  ShowOSErrorBox(buf, false);
101 
102  exit(1);
103 }
104 
110 void CDECL error(const char *s, ...)
111 {
112  va_list va;
113  char buf[512];
114 
115  va_start(va, s);
116  vseprintf(buf, lastof(buf), s, va);
117  va_end(va);
118 
119  ShowOSErrorBox(buf, true);
120 
121  /* Set the error message for the crash log and then invoke it. */
123  abort();
124 }
125 
130 void CDECL ShowInfoF(const char *str, ...)
131 {
132  va_list va;
133  char buf[1024];
134  va_start(va, str);
135  vseprintf(buf, lastof(buf), str, va);
136  va_end(va);
137  ShowInfo(buf);
138 }
139 
143 static void ShowHelp()
144 {
145  char buf[8192];
146  char *p = buf;
147 
148  p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
149  p = strecpy(p,
150  "\n"
151  "\n"
152  "Command line options:\n"
153  " -v drv = Set video driver (see below)\n"
154  " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
155  " -m drv = Set music driver (see below)\n"
156  " -b drv = Set the blitter to use (see below)\n"
157  " -r res = Set resolution (for instance 800x600)\n"
158  " -h = Display this help text\n"
159  " -t year = Set starting year\n"
160  " -d [[fac=]lvl[,...]]= Debug mode\n"
161  " -e = Start Editor\n"
162  " -g [savegame] = Start new/save game immediately\n"
163  " -G seed = Set random seed\n"
164 #if defined(ENABLE_NETWORK)
165  " -n [ip:port#company]= Join network game\n"
166  " -p password = Password to join server\n"
167  " -P password = Password to join company\n"
168  " -D [ip][:port] = Start dedicated server\n"
169  " -l ip[:port] = Redirect DEBUG()\n"
170 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
171  " -f = Fork into the background (dedicated only)\n"
172 #endif
173 #endif /* ENABLE_NETWORK */
174  " -I graphics_set = Force the graphics set (see below)\n"
175  " -S sounds_set = Force the sounds set (see below)\n"
176  " -M music_set = Force the music set (see below)\n"
177  " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
178  " -x = Do not automatically save to config file on exit\n"
179  " -q savegame = Write some information about the savegame and exit\n"
180  "\n",
181  lastof(buf)
182  );
183 
184  /* List the graphics packs */
185  p = BaseGraphics::GetSetsList(p, lastof(buf));
186 
187  /* List the sounds packs */
188  p = BaseSounds::GetSetsList(p, lastof(buf));
189 
190  /* List the music packs */
191  p = BaseMusic::GetSetsList(p, lastof(buf));
192 
193  /* List the drivers */
195 
196  /* List the blitters */
198 
199  /* List the debug facilities. */
200  p = DumpDebugFacilityNames(p, lastof(buf));
201 
202  /* We need to initialize the AI, so it finds the AIs */
203  AI::Initialize();
204  p = AI::GetConsoleList(p, lastof(buf), true);
205  AI::Uninitialize(true);
206 
207  /* We need to initialize the GameScript, so it finds the GSs */
209  p = Game::GetConsoleList(p, lastof(buf), true);
210  Game::Uninitialize(true);
211 
212  /* ShowInfo put output to stderr, but version information should go
213  * to stdout; this is the only exception */
214 #if !defined(WIN32) && !defined(WIN64)
215  printf("%s\n", buf);
216 #else
217  ShowInfo(buf);
218 #endif
219 }
220 
221 static void WriteSavegameInfo(const char *name)
222 {
223  extern uint16 _sl_version;
224  uint32 last_ottd_rev = 0;
225  byte ever_modified = 0;
226  bool removed_newgrfs = false;
227 
228  GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
229 
230  char buf[8192];
231  char *p = buf;
232  p += seprintf(p, lastof(buf), "Name: %s\n", name);
233  p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
234  p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
235  p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
236 
237  if (removed_newgrfs) {
238  p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
239  }
240 
241  p = strecpy(p, "NewGRFs:\n", lastof(buf));
243  for (GRFConfig *c = _load_check_data.grfconfig; c != NULL; c = c->next) {
244  char md5sum[33];
245  md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
246  p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
247  }
248  }
249 
250  /* ShowInfo put output to stderr, but version information should go
251  * to stdout; this is the only exception */
252 #if !defined(WIN32) && !defined(WIN64)
253  printf("%s\n", buf);
254 #else
255  ShowInfo(buf);
256 #endif
257 }
258 
259 
266 static void ParseResolution(Dimension *res, const char *s)
267 {
268  const char *t = strchr(s, 'x');
269  if (t == NULL) {
270  ShowInfoF("Invalid resolution '%s'", s);
271  return;
272  }
273 
274  res->width = max(strtoul(s, NULL, 0), 64UL);
275  res->height = max(strtoul(t + 1, NULL, 0), 64UL);
276 }
277 
278 
283 static void ShutdownGame()
284 {
285  IConsoleFree();
286 
287  if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
288 
290 
292 
293  /* stop the scripts */
294  AI::Uninitialize(false);
295  Game::Uninitialize(false);
296 
297  /* Uninitialize variables that are allocated dynamically */
298  GamelogReset();
299 
300 #ifdef ENABLE_NETWORK
302 #endif
303 
306 
307  /* No NewGRFs were loaded when it was still bootstrapping. */
308  if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
309 
310  /* Close all and any open filehandles */
311  FioCloseAll();
312 
313  UninitFreeType();
314 }
315 
320 static void LoadIntroGame(bool load_newgrfs = true)
321 {
322  _game_mode = GM_MENU;
323 
324  if (load_newgrfs) ResetGRFConfig(false);
325 
326  /* Setup main window */
329 
330  /* Load the default opening screen savegame */
331  if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
332  GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
335  } else {
337  }
338 
340  _cursor.fix_at = false;
341 
342  if (load_newgrfs) CheckForMissingSprites();
344 
345  /* Play main theme */
346  if (MusicDriver::GetInstance()->IsSongPlaying()) ResetMusic();
347 }
348 
349 void MakeNewgameSettingsLive()
350 {
351  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
352  if (_settings_game.ai_config[c] != NULL) {
353  delete _settings_game.ai_config[c];
354  }
355  }
356  if (_settings_game.game_config != NULL) {
358  }
359 
360  /* Copy newgame settings to active settings.
361  * Also initialise old settings needed for savegame conversion. */
364 
365  for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
366  _settings_game.ai_config[c] = NULL;
367  if (_settings_newgame.ai_config[c] != NULL) {
369  }
370  }
372  if (_settings_newgame.game_config != NULL) {
374  }
375 }
376 
377 void OpenBrowser(const char *url)
378 {
379  /* Make sure we only accept urls that are sure to open a browser. */
380  if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
381 
382  extern void OSOpenBrowser(const char *url);
383  OSOpenBrowser(url);
384 }
385 
391  uint16 dedicated_port;
392  char *network_conn;
393  const char *join_server_password;
394  const char *join_company_password;
396  bool save_config;
397 
405  dedicated_host(NULL), dedicated_port(0), network_conn(NULL),
407  save_config_ptr(save_config_ptr), save_config(true)
408  {
409  }
410 
411  virtual void OnNewGRFsScanned()
412  {
413  ResetGRFConfig(false);
414 
416 
417  AI::Initialize();
419 
420  /* We want the new (correct) NewGRF count to survive the loading. */
421  uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
422  LoadFromConfig();
423  _settings_client.gui.last_newgrf_count = last_newgrf_count;
424  /* Since the default for the palette might have changed due to
425  * reading the configuration file, recalculate that now. */
427 
428  Game::Uninitialize(true);
429  AI::Uninitialize(true);
430  CheckConfig();
434 
435  /* We have loaded the config, so we may possibly save it. */
437 
438  /* restore saved music volume */
440 
443 
444 #if defined(ENABLE_NETWORK)
445  if (dedicated_host != NULL) {
448  }
450 #endif /* ENABLE_NETWORK */
451 
452  /* initialize the ingame console */
453  IConsoleInit();
454  InitializeGUI();
455  IConsoleCmdExec("exec scripts/autoexec.scr 0");
456 
457  /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
458  if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
459 
460 #ifdef ENABLE_NETWORK
461  if (_network_available && network_conn != NULL) {
462  const char *port = NULL;
463  const char *company = NULL;
464  uint16 rport = NETWORK_DEFAULT_PORT;
465  CompanyID join_as = COMPANY_NEW_COMPANY;
466 
467  ParseConnectionString(&company, &port, network_conn);
468 
469  if (company != NULL) {
470  join_as = (CompanyID)atoi(company);
471 
472  if (join_as != COMPANY_SPECTATOR) {
473  join_as--;
474  if (join_as >= MAX_COMPANIES) {
475  delete this;
476  return;
477  }
478  }
479  }
480  if (port != NULL) rport = atoi(port);
481 
482  LoadIntroGame();
483  _switch_mode = SM_NONE;
484  NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
485  }
486 #endif /* ENABLE_NETWORK */
487 
488  /* After the scan we're not used anymore. */
489  delete this;
490  }
491 };
492 
493 #if defined(UNIX) && !defined(__MORPHOS__)
494 extern void DedicatedFork();
495 #endif
496 
498 static const OptionData _options[] = {
499  GETOPT_SHORT_VALUE('I'),
500  GETOPT_SHORT_VALUE('S'),
501  GETOPT_SHORT_VALUE('M'),
502  GETOPT_SHORT_VALUE('m'),
503  GETOPT_SHORT_VALUE('s'),
504  GETOPT_SHORT_VALUE('v'),
505  GETOPT_SHORT_VALUE('b'),
506 #if defined(ENABLE_NETWORK)
507  GETOPT_SHORT_OPTVAL('D'),
508  GETOPT_SHORT_OPTVAL('n'),
509  GETOPT_SHORT_VALUE('l'),
510  GETOPT_SHORT_VALUE('p'),
511  GETOPT_SHORT_VALUE('P'),
512 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
513  GETOPT_SHORT_NOVAL('f'),
514 #endif
515 #endif /* ENABLE_NETWORK */
516  GETOPT_SHORT_VALUE('r'),
517  GETOPT_SHORT_VALUE('t'),
518  GETOPT_SHORT_OPTVAL('d'),
519  GETOPT_SHORT_NOVAL('e'),
520  GETOPT_SHORT_OPTVAL('g'),
521  GETOPT_SHORT_VALUE('G'),
522  GETOPT_SHORT_VALUE('c'),
523  GETOPT_SHORT_NOVAL('x'),
524  GETOPT_SHORT_VALUE('q'),
525  GETOPT_SHORT_NOVAL('h'),
526  GETOPT_END()
527 };
528 
535 int openttd_main(int argc, char *argv[])
536 {
537  char *musicdriver = NULL;
538  char *sounddriver = NULL;
539  char *videodriver = NULL;
540  char *blitter = NULL;
541  char *graphics_set = NULL;
542  char *sounds_set = NULL;
543  char *music_set = NULL;
544  Dimension resolution = {0, 0};
545  /* AfterNewGRFScan sets save_config to true after scanning completed. */
546  bool save_config = false;
547  AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
548 #if defined(ENABLE_NETWORK)
549  bool dedicated = false;
550  char *debuglog_conn = NULL;
551 
552  extern bool _dedicated_forks;
553  _dedicated_forks = false;
554 #endif /* ENABLE_NETWORK */
555 
556  _game_mode = GM_MENU;
558  _config_file = NULL;
559 
560  GetOptData mgo(argc - 1, argv + 1, _options);
561  int ret = 0;
562 
563  int i;
564  while ((i = mgo.GetOpt()) != -1) {
565  switch (i) {
566  case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break;
567  case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break;
568  case 'M': free(music_set); music_set = stredup(mgo.opt); break;
569  case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break;
570  case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
571  case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
572  case 'b': free(blitter); blitter = stredup(mgo.opt); break;
573 #if defined(ENABLE_NETWORK)
574  case 'D':
575  free(musicdriver);
576  free(sounddriver);
577  free(videodriver);
578  free(blitter);
579  musicdriver = stredup("null");
580  sounddriver = stredup("null");
581  videodriver = stredup("dedicated");
582  blitter = stredup("null");
583  dedicated = true;
584  SetDebugString("net=6");
585  if (mgo.opt != NULL) {
586  /* Use the existing method for parsing (openttd -n).
587  * However, we do ignore the #company part. */
588  const char *temp = NULL;
589  const char *port = NULL;
590  ParseConnectionString(&temp, &port, mgo.opt);
591  if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
592  if (port != NULL) scanner->dedicated_port = atoi(port);
593  }
594  break;
595  case 'f': _dedicated_forks = true; break;
596  case 'n':
597  scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
598  break;
599  case 'l':
600  debuglog_conn = mgo.opt;
601  break;
602  case 'p':
603  scanner->join_server_password = mgo.opt;
604  break;
605  case 'P':
606  scanner->join_company_password = mgo.opt;
607  break;
608 #endif /* ENABLE_NETWORK */
609  case 'r': ParseResolution(&resolution, mgo.opt); break;
610  case 't': scanner->startyear = atoi(mgo.opt); break;
611  case 'd': {
612 #if defined(WIN32)
613  CreateConsole();
614 #endif
615  if (mgo.opt != NULL) SetDebugString(mgo.opt);
616  break;
617  }
619  case 'g':
620  if (mgo.opt != NULL) {
622  bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
623  _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
625 
626  /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
627  const char *t = strrchr(_file_to_saveload.name, '.');
628  if (t != NULL) {
630  if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
631  }
632 
633  break;
634  }
635 
637  /* Give a random map if no seed has been given */
638  if (scanner->generation_seed == GENERATE_NEW_SEED) {
639  scanner->generation_seed = InteractiveRandom();
640  }
641  break;
642  case 'q': {
643  DeterminePaths(argv[0]);
644  if (StrEmpty(mgo.opt)) {
645  ret = 1;
646  goto exit_noshutdown;
647  }
648 
649  char title[80];
650  title[0] = '\0';
651  FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
652 
655  if (res != SL_OK || _load_check_data.HasErrors()) {
656  fprintf(stderr, "Failed to open savegame\n");
657  if (_load_check_data.HasErrors()) {
658  char buf[256];
660  GetString(buf, _load_check_data.error, lastof(buf));
661  fprintf(stderr, "%s\n", buf);
662  }
663  goto exit_noshutdown;
664  }
665 
666  WriteSavegameInfo(title);
667 
668  goto exit_noshutdown;
669  }
670  case 'G': scanner->generation_seed = atoi(mgo.opt); break;
671  case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
672  case 'x': scanner->save_config = false; break;
673  case 'h':
674  i = -2; // Force printing of help.
675  break;
676  }
677  if (i == -2) break;
678  }
679 
680  if (i == -2 || mgo.numleft > 0) {
681  /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
682  * In all cases, print the help, and exit.
683  *
684  * The next two functions are needed to list the graphics sets. We can't do them earlier
685  * because then we cannot show it on the debug console as that hasn't been configured yet. */
686  DeterminePaths(argv[0]);
691  ShowHelp();
692 
693  goto exit_noshutdown;
694  }
695 
696 #if defined(WINCE) && defined(_DEBUG)
697  /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
698  SetDebugString("4");
699 #endif
700 
701  DeterminePaths(argv[0]);
703 
704 #if defined(ENABLE_NETWORK)
705  if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
706  if (_dedicated_forks && !dedicated) _dedicated_forks = false;
707 
708 #if defined(UNIX) && !defined(__MORPHOS__)
709  /* We must fork here, or we'll end up without some resources we need (like sockets) */
710  if (_dedicated_forks) DedicatedFork();
711 #endif
712 #endif
713 
714  LoadFromConfig(true);
715 
716  if (resolution.width != 0) _cur_resolution = resolution;
717 
718  /*
719  * The width and height must be at least 1 pixel and width times
720  * height times bytes per pixel must still fit within a 32 bits
721  * integer, even for 32 bpp video modes. This way all internal
722  * drawing routines work correctly.
723  */
724  _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2);
725  _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
726 
727  /* Assume the cursor starts within the game as not all video drivers
728  * get an event that the cursor is within the window when it is opened.
729  * Saying the cursor is there makes no visible difference as it would
730  * just be out of the bounds of the window. */
731  _cursor.in_window = true;
732 
733  /* enumerate language files */
735 
736  /* Initialize the regular font for FreeType */
737  InitFreeType(false);
738 
739  /* This must be done early, since functions use the SetWindowDirty* calls */
741 
743  if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set);
744  if (!BaseGraphics::SetSet(graphics_set)) {
745  if (!StrEmpty(graphics_set)) {
746  BaseGraphics::SetSet(NULL);
747 
748  ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
749  msg.SetDParamStr(0, graphics_set);
751  }
752  }
753  free(graphics_set);
754 
755  /* Initialize game palette */
756  GfxInitPalettes();
757 
758  DEBUG(misc, 1, "Loading blitter...");
759  if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter);
760  _blitter_autodetected = StrEmpty(blitter);
761  /* Activate the initial blitter.
762  * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
763  * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
764  * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
765  * - Use 8bpp blitter otherwise.
766  */
767  if (!_blitter_autodetected ||
768  (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
769  BlitterFactory::SelectBlitter("32bpp-anim") == NULL) {
770  if (BlitterFactory::SelectBlitter(blitter) == NULL) {
771  StrEmpty(blitter) ?
772  usererror("Failed to autoprobe blitter") :
773  usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
774  }
775  }
776  free(blitter);
777 
778  if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver);
780  free(videodriver);
781 
783 
784  /* Initialize the zoom level of the screen to normal */
785  _screen.zoom = ZOOM_LVL_NORMAL;
786 
787  NetworkStartUp(); // initialize network-core
788 
789 #if defined(ENABLE_NETWORK)
790  if (debuglog_conn != NULL && _network_available) {
791  const char *not_used = NULL;
792  const char *port = NULL;
793  uint16 rport;
794 
796 
797  ParseConnectionString(&not_used, &port, debuglog_conn);
798  if (port != NULL) rport = atoi(port);
799 
800  NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
801  }
802 #endif /* ENABLE_NETWORK */
803 
804  if (!HandleBootstrap()) {
805  ShutdownGame();
806 
807  goto exit_bootstrap;
808  }
809 
810  VideoDriver::GetInstance()->ClaimMousePointer();
811 
812  /* initialize screenshot formats */
814 
816  if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set);
817  if (!BaseSounds::SetSet(sounds_set)) {
818  if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
819  usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
820  } else {
821  ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
822  msg.SetDParamStr(0, sounds_set);
824  }
825  }
826  free(sounds_set);
827 
829  if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set);
830  if (!BaseMusic::SetSet(music_set)) {
831  if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
832  usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
833  } else {
834  ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
835  msg.SetDParamStr(0, music_set);
837  }
838  }
839  free(music_set);
840 
841  if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver);
843  free(sounddriver);
844 
845  if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver);
847  free(musicdriver);
848 
849  /* Take our initial lock on whatever we might want to do! */
852 
853  GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
855 
856  LoadIntroGame(false);
857 
859 
860  /* ScanNewGRFFiles now has control over the scanner. */
861  ScanNewGRFFiles(scanner);
862  scanner = NULL;
863 
865 
866  WaitTillSaved();
867 
868  /* only save config if we have to */
869  if (save_config) {
870  SaveToConfig();
873  SaveToHighScore();
874  }
875 
876  /* Reset windowing system, stop drivers, free used memory, ... */
877  ShutdownGame();
878  goto exit_normal;
879 
880 exit_noshutdown:
881  /* These three are normally freed before bootstrap. */
882  free(graphics_set);
883  free(videodriver);
884  free(blitter);
885 
886 exit_bootstrap:
887  /* These are normally freed before exit, but after bootstrap. */
888  free(sounds_set);
889  free(music_set);
890  free(musicdriver);
891  free(sounddriver);
892 
893 exit_normal:
897 
902 
903  delete scanner;
904 
905 #ifdef ENABLE_NETWORK
906  extern FILE *_log_fd;
907  if (_log_fd != NULL) {
908  fclose(_log_fd);
909  }
910 #endif /* ENABLE_NETWORK */
911 
912  return ret;
913 }
914 
915 void HandleExitGameRequest()
916 {
917  if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
918  _exit_game = true;
920  DoExitSave();
921  _exit_game = true;
922  } else {
923  AskExitGame();
924  }
925 }
926 
927 static void MakeNewGameDone()
928 {
930 
931  /* In a dedicated server, the server does not play */
932  if (!VideoDriver::GetInstance()->HasGUI()) {
935  IConsoleCmdExec("exec scripts/game_start.scr 0");
936  return;
937  }
938 
939  /* Create a single company */
940  DoStartupNewCompany(false);
941 
944 
945  IConsoleCmdExec("exec scripts/game_start.scr 0");
946 
948 
950 
951 #ifdef ENABLE_NETWORK
952  /* We are the server, we start a new company (not dedicated),
953  * so set the default password *if* needed. */
956  }
957 #endif /* ENABLE_NETWORK */
958 
960 
961  CheckEngines();
962  CheckIndustries();
964 }
965 
966 static void MakeNewGame(bool from_heightmap, bool reset_settings)
967 {
968  _game_mode = GM_NORMAL;
969 
970  ResetGRFConfig(true);
971 
972  GenerateWorldSetCallback(&MakeNewGameDone);
974 }
975 
976 static void MakeNewEditorWorldDone()
977 {
979 }
980 
981 static void MakeNewEditorWorld()
982 {
983  _game_mode = GM_EDITOR;
984 
985  ResetGRFConfig(true);
986 
987  GenerateWorldSetCallback(&MakeNewEditorWorldDone);
989 }
990 
1001 bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
1002 {
1003  assert(fop == SLO_LOAD);
1004  assert(dft == DFT_GAME_FILE || (lf == NULL && dft == DFT_OLD_GAME_FILE));
1005  GameMode ogm = _game_mode;
1006 
1007  _game_mode = newgm;
1008 
1009  switch (lf == NULL ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
1010  case SL_OK: return true;
1011 
1012  case SL_REINIT:
1013 #ifdef ENABLE_NETWORK
1014  if (_network_dedicated) {
1015  /*
1016  * We need to reinit a network map...
1017  * We can't simply load the intro game here as that game has many
1018  * special cases which make clients desync immediately. So we fall
1019  * back to just generating a new game with the current settings.
1020  */
1021  DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
1022  MakeNewGame(false, true);
1023  return false;
1024  }
1025  if (_network_server) {
1026  /* We can't load the intro game as server, so disconnect first. */
1028  }
1029 #endif /* ENABLE_NETWORK */
1030 
1031  switch (ogm) {
1032  default:
1033  case GM_MENU: LoadIntroGame(); break;
1034  case GM_EDITOR: MakeNewEditorWorld(); break;
1035  }
1036  return false;
1037 
1038  default:
1039  _game_mode = ogm;
1040  return false;
1041  }
1042 }
1043 
1044 void SwitchToMode(SwitchMode new_mode)
1045 {
1046 #ifdef ENABLE_NETWORK
1047  /* If we are saving something, the network stays in his current state */
1048  if (new_mode != SM_SAVE_GAME) {
1049  /* If the network is active, make it not-active */
1050  if (_networking) {
1051  if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1052  NetworkReboot();
1053  } else {
1055  }
1056  }
1057 
1058  /* If we are a server, we restart the server */
1059  if (_is_network_server) {
1060  /* But not if we are going to the menu */
1061  if (new_mode != SM_MENU) {
1062  /* check if we should reload the config */
1064  LoadFromConfig();
1065  MakeNewgameSettingsLive();
1066  ResetGRFConfig(false);
1067  }
1068  NetworkServerStart();
1069  } else {
1070  /* This client no longer wants to be a network-server */
1071  _is_network_server = false;
1072  }
1073  }
1074  }
1075 #endif /* ENABLE_NETWORK */
1076  /* Make sure all AI controllers are gone at quitting game */
1077  if (new_mode != SM_SAVE_GAME) AI::KillAll();
1078 
1079  switch (new_mode) {
1080  case SM_EDITOR: // Switch to scenario editor
1081  MakeNewEditorWorld();
1082  break;
1083 
1084  case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1085  case SM_NEWGAME: // New Game --> 'Random game'
1086 #ifdef ENABLE_NETWORK
1087  if (_network_server) {
1089  }
1090 #endif /* ENABLE_NETWORK */
1091  MakeNewGame(false, new_mode == SM_NEWGAME);
1092  break;
1093 
1094  case SM_LOAD_GAME: { // Load game, Play Scenario
1095  ResetGRFConfig(true);
1097 
1100  ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1101  } else {
1103  /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1105  }
1106  /* Update the local company for a loaded game. It is either always
1107  * company #1 (eg 0) or in the case of a dedicated server a spectator */
1109  /* Execute the game-start script */
1110  IConsoleCmdExec("exec scripts/game_start.scr 0");
1111  /* Decrease pause counter (was increased from opening load dialog) */
1113 #ifdef ENABLE_NETWORK
1114  if (_network_server) {
1116  }
1117 #endif /* ENABLE_NETWORK */
1118  }
1119  break;
1120  }
1121 
1122  case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1123 #ifdef ENABLE_NETWORK
1124  if (_network_server) {
1126  }
1127 #endif /* ENABLE_NETWORK */
1128  MakeNewGame(true, true);
1129  break;
1130 
1131  case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1133 
1136  break;
1137 
1138  case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1142  /* Cancel the saveload pausing */
1144  } else {
1146  ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1147  }
1148  break;
1149  }
1150 
1151  case SM_MENU: // Switch to game intro menu
1152  LoadIntroGame();
1153  if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
1154  ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
1156  }
1157  break;
1158 
1159  case SM_SAVE_GAME: // Save game.
1160  /* Make network saved games on pause compatible to singleplayer */
1163  ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
1164  } else {
1166  }
1167  break;
1168 
1169  case SM_SAVE_HEIGHTMAP: // Save heightmap.
1172  break;
1173 
1174  case SM_GENRANDLAND: // Generate random land within scenario editor
1177  /* XXX: set date */
1179  break;
1180 
1181  default: NOT_REACHED();
1182  }
1183 }
1184 
1185 
1192 static void CheckCaches()
1193 {
1194  /* Return here so it is easy to add checks that are run
1195  * always to aid testing of caches. */
1196  if (_debug_desync_level <= 1) return;
1197 
1198  /* Check the town caches. */
1199  SmallVector<TownCache, 4> old_town_caches;
1200  Town *t;
1201  FOR_ALL_TOWNS(t) {
1202  MemCpyT(old_town_caches.Append(), &t->cache);
1203  }
1204 
1205  extern void RebuildTownCaches();
1208 
1209  uint i = 0;
1210  FOR_ALL_TOWNS(t) {
1211  if (MemCmpT(old_town_caches.Get(i), &t->cache) != 0) {
1212  DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
1213  }
1214  i++;
1215  }
1216 
1217  /* Check company infrastructure cache. */
1218  SmallVector<CompanyInfrastructure, 4> old_infrastructure;
1219  Company *c;
1220  FOR_ALL_COMPANIES(c) MemCpyT(old_infrastructure.Append(), &c->infrastructure);
1221 
1222  extern void AfterLoadCompanyStats();
1224 
1225  i = 0;
1226  FOR_ALL_COMPANIES(c) {
1227  if (MemCmpT(old_infrastructure.Get(i), &c->infrastructure) != 0) {
1228  DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
1229  }
1230  i++;
1231  }
1232 
1233  /* Strict checking of the road stop cache entries */
1234  const RoadStop *rs;
1235  FOR_ALL_ROADSTOPS(rs) {
1236  if (IsStandardRoadStopTile(rs->xy)) continue;
1237 
1238  assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
1241  }
1242 
1243  Vehicle *v;
1244  FOR_ALL_VEHICLES(v) {
1245  extern void FillNewGRFVehicleCache(const Vehicle *v);
1246  if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
1247 
1248  uint length = 0;
1249  for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
1250 
1251  NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
1252  VehicleCache *veh_cache = CallocT<VehicleCache>(length);
1253  GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
1254  TrainCache *tra_cache = CallocT<TrainCache>(length);
1255 
1256  length = 0;
1257  for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1259  grf_cache[length] = u->grf_cache;
1260  veh_cache[length] = u->vcache;
1261  switch (u->type) {
1262  case VEH_TRAIN:
1263  gro_cache[length] = Train::From(u)->gcache;
1264  tra_cache[length] = Train::From(u)->tcache;
1265  break;
1266  case VEH_ROAD:
1267  gro_cache[length] = RoadVehicle::From(u)->gcache;
1268  break;
1269  default:
1270  break;
1271  }
1272  length++;
1273  }
1274 
1275  switch (v->type) {
1276  case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
1279  case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
1280  default: break;
1281  }
1282 
1283  length = 0;
1284  for (const Vehicle *u = v; u != NULL; u = u->Next()) {
1286  if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
1287  DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
1288  }
1289  if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
1290  DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
1291  }
1292  switch (u->type) {
1293  case VEH_TRAIN:
1294  if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1295  DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1296  }
1297  if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
1298  DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1299  }
1300  break;
1301  case VEH_ROAD:
1302  if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
1303  DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
1304  }
1305  break;
1306  default:
1307  break;
1308  }
1309  length++;
1310  }
1311 
1312  free(grf_cache);
1313  free(veh_cache);
1314  free(gro_cache);
1315  free(tra_cache);
1316  }
1317 
1318  /* Check whether the caches are still valid */
1319  FOR_ALL_VEHICLES(v) {
1320  byte buff[sizeof(VehicleCargoList)];
1321  memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
1322  v->cargo.InvalidateCache();
1323  assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
1324  }
1325 
1326  Station *st;
1327  FOR_ALL_STATIONS(st) {
1328  for (CargoID c = 0; c < NUM_CARGO; c++) {
1329  byte buff[sizeof(StationCargoList)];
1330  memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
1331  st->goods[c].cargo.InvalidateCache();
1332  assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
1333  }
1334  }
1335 }
1336 
1343 {
1344  /* don't execute the state loop during pause */
1345  if (_pause_mode != PM_UNPAUSED) {
1347 #ifndef DEBUG_DUMP_COMMANDS
1348  Game::GameLoop();
1349 #endif
1351  return;
1352  }
1353  if (HasModalProgress()) return;
1354 
1356 
1357  if (_game_mode == GM_EDITOR) {
1359  RunTileLoop();
1360  CallVehicleTicks();
1361  CallLandscapeTick();
1364 
1366  NewsLoop();
1367  } else {
1368  if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
1369  /* Save the desync savegame if needed. */
1370  char name[MAX_PATH];
1371  seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
1373  }
1374 
1375  CheckCaches();
1376 
1377  /* All these actions has to be done from OWNER_NONE
1378  * for multiplayer compatibility */
1379  Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
1380 
1383  IncreaseDate();
1384  RunTileLoop();
1385  CallVehicleTicks();
1386  CallLandscapeTick();
1388 
1389 #ifndef DEBUG_DUMP_COMMANDS
1390  AI::GameLoop();
1391  Game::GameLoop();
1392 #endif
1394 
1396  NewsLoop();
1397  cur_company.Restore();
1398  }
1399 
1400  assert(IsLocalCompany());
1401 }
1402 
1407 static void DoAutosave()
1408 {
1409  char buf[MAX_PATH];
1410 
1411 #if defined(PSP)
1412  /* Autosaving in networking is too time expensive for the PSP */
1413  if (_networking) return;
1414 #endif /* PSP */
1415 
1417  GenerateDefaultSaveName(buf, lastof(buf));
1418  strecat(buf, ".sav", lastof(buf));
1419  } else {
1420  static int _autosave_ctr = 0;
1421 
1422  /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1423  seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
1424 
1425  if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
1426  }
1427 
1428  DEBUG(sl, 2, "Autosaving to '%s'", buf);
1430  ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
1431  }
1432 }
1433 
1434 void GameLoop()
1435 {
1436  if (_game_mode == GM_BOOTSTRAP) {
1437 #ifdef ENABLE_NETWORK
1438  /* Check for UDP stuff */
1440 #endif
1441  InputLoop();
1442  return;
1443  }
1444 
1446 
1447  /* autosave game? */
1448  if (_do_autosave) {
1449  DoAutosave();
1450  _do_autosave = false;
1452  }
1453 
1454  /* switch game mode? */
1455  if (_switch_mode != SM_NONE && !HasModalProgress()) {
1456  SwitchToMode(_switch_mode);
1457  _switch_mode = SM_NONE;
1458  }
1459 
1460  IncreaseSpriteLRU();
1461  InteractiveRandom();
1462 
1463  extern int _caret_timer;
1464  _caret_timer += 3;
1465  CursorTick();
1466 
1467 #ifdef ENABLE_NETWORK
1468  /* Check for UDP stuff */
1470 
1471  if (_networking && !HasModalProgress()) {
1472  /* Multiplayer */
1473  NetworkGameLoop();
1474  } else {
1475  if (_network_reconnect > 0 && --_network_reconnect == 0) {
1476  /* This means that we want to reconnect to the last host
1477  * We do this here, because it means that the network is really closed */
1479  }
1480  /* Singleplayer */
1481  StateGameLoop();
1482  }
1483 
1484  /* Check chat messages roughly once a second. */
1485  static uint check_message = 0;
1486  if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
1487  check_message = 0;
1489  }
1490 #else
1491  StateGameLoop();
1492 #endif /* ENABLE_NETWORK */
1493 
1494  if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1495 
1496  if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
1497 
1498  InputLoop();
1499 
1501  MusicLoop();
1502 }