openttd.cpp

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00001 /* $Id: openttd.cpp 15495 2009-02-14 23:17:32Z yexo $ */
00002 
00005 #include "stdafx.h"
00006 
00007 #define VARDEF
00008 #include "variables.h"
00009 #undef VARDEF
00010 
00011 #include "openttd.h"
00012 
00013 #include "blitter/factory.hpp"
00014 #include "sound/sound_driver.hpp"
00015 #include "music/music_driver.hpp"
00016 #include "video/video_driver.hpp"
00017 
00018 #include "fontcache.h"
00019 #include "gfxinit.h"
00020 #include "gui.h"
00021 #include "mixer.h"
00022 #include "sound_func.h"
00023 #include "window_func.h"
00024 
00025 #include "saveload/saveload.h"
00026 #include "landscape.h"
00027 #include "company_func.h"
00028 #include "command_func.h"
00029 #include "news_func.h"
00030 #include "fileio_func.h"
00031 #include "fios.h"
00032 #include "aircraft.h"
00033 #include "console_func.h"
00034 #include "screenshot.h"
00035 #include "network/network.h"
00036 #include "network/network_func.h"
00037 #include "signs_base.h"
00038 #include "ai/ai.hpp"
00039 #include "ai/ai_config.hpp"
00040 #include "settings_func.h"
00041 #include "genworld.h"
00042 #include "group.h"
00043 #include "strings_func.h"
00044 #include "date_func.h"
00045 #include "vehicle_func.h"
00046 #include "gamelog.h"
00047 #include "cheat_type.h"
00048 #include "animated_tile_func.h"
00049 #include "functions.h"
00050 #include "elrail_func.h"
00051 #include "rev.h"
00052 #include "highscore.h"
00053 
00054 #include "newgrf_commons.h"
00055 
00056 #include "town.h"
00057 #include "industry.h"
00058 
00059 #include <stdarg.h>
00060 
00061 #include "table/strings.h"
00062 
00063 StringID _switch_mode_errorstr;
00064 
00065 void CallLandscapeTick();
00066 void IncreaseDate();
00067 void DoPaletteAnimations();
00068 void MusicLoop();
00069 void ResetMusic();
00070 void ProcessAsyncSaveFinish();
00071 void CallWindowTickEvent();
00072 
00073 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00074 extern Company *DoStartupNewCompany(bool is_ai);
00075 extern void ShowOSErrorBox(const char *buf, bool system);
00076 extern void InitializeRailGUI();
00077 
00083 void CDECL usererror(const char *s, ...)
00084 {
00085   va_list va;
00086   char buf[512];
00087 
00088   va_start(va, s);
00089   vsnprintf(buf, lengthof(buf), s, va);
00090   va_end(va);
00091 
00092   ShowOSErrorBox(buf, false);
00093   if (_video_driver != NULL) _video_driver->Stop();
00094 
00095   exit(1);
00096 }
00097 
00103 void CDECL error(const char *s, ...)
00104 {
00105   va_list va;
00106   char buf[512];
00107 
00108   va_start(va, s);
00109   vsnprintf(buf, lengthof(buf), s, va);
00110   va_end(va);
00111 
00112   ShowOSErrorBox(buf, true);
00113   if (_video_driver != NULL) _video_driver->Stop();
00114 
00115   assert(0);
00116   exit(1);
00117 }
00118 
00123 void CDECL ShowInfoF(const char *str, ...)
00124 {
00125   va_list va;
00126   char buf[1024];
00127   va_start(va, str);
00128   vsnprintf(buf, lengthof(buf), str, va);
00129   va_end(va);
00130   ShowInfo(buf);
00131 }
00132 
00136 static void ShowHelp()
00137 {
00138   char buf[8192];
00139   char *p = buf;
00140 
00141   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00142   p = strecpy(p,
00143     "\n"
00144     "\n"
00145     "Command line options:\n"
00146     "  -v drv              = Set video driver (see below)\n"
00147     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00148     "  -m drv              = Set music driver (see below)\n"
00149     "  -b drv              = Set the blitter to use (see below)\n"
00150     "  -a ai               = Force use of specific AI (see below)\n"
00151     "  -r res              = Set resolution (for instance 800x600)\n"
00152     "  -h                  = Display this help text\n"
00153     "  -t year             = Set starting year\n"
00154     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00155     "  -e                  = Start Editor\n"
00156     "  -g [savegame]       = Start new/save game immediately\n"
00157     "  -G seed             = Set random seed\n"
00158 #if defined(ENABLE_NETWORK)
00159     "  -n [ip:port#company]= Start networkgame\n"
00160     "  -D [ip][:port]      = Start dedicated server\n"
00161     "  -l ip[:port]        = Redirect DEBUG()\n"
00162 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00163     "  -f                  = Fork into the background (dedicated only)\n"
00164 #endif
00165 #endif /* ENABLE_NETWORK */
00166     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00167     "                          (defines default setting when adding newgrfs)\n"
00168     "                        Default value (2) lets OpenTTD use the palette\n"
00169     "                          specified in graphics set file (see below)\n"
00170     "  -I graphics_set     = Force the graphics set (see below)\n"
00171     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00172     "  -x                  = Do not automatically save to config file on exit\n"
00173     "\n",
00174     lastof(buf)
00175   );
00176 
00177   /* List the graphics packs */
00178   p = GetGraphicsSetsList(p, lastof(buf));
00179 
00180   /* List the drivers */
00181   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00182 
00183   /* List the blitters */
00184   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00185 
00186   /* We need to initialize the AI, so it finds the AIs */
00187   AI::Initialize();
00188   p = AI::GetConsoleList(p, lastof(buf));
00189   AI::Uninitialize(true);
00190 
00191   /* ShowInfo put output to stderr, but version information should go
00192    * to stdout; this is the only exception */
00193 #if !defined(WIN32) && !defined(WIN64)
00194   printf("%s\n", buf);
00195 #else
00196   ShowInfo(buf);
00197 #endif
00198 }
00199 
00200 
00201 struct MyGetOptData {
00202   char *opt;
00203   int numleft;
00204   char **argv;
00205   const char *options;
00206   const char *cont;
00207 
00208   MyGetOptData(int argc, char **argv, const char *options)
00209   {
00210     opt = NULL;
00211     numleft = argc;
00212     this->argv = argv;
00213     this->options = options;
00214     cont = NULL;
00215   }
00216 };
00217 
00218 static int MyGetOpt(MyGetOptData *md)
00219 {
00220   const char *s,*r,*t;
00221 
00222   s = md->cont;
00223   if (s != NULL)
00224     goto md_continue_here;
00225 
00226   for (;;) {
00227     if (--md->numleft < 0) return -1;
00228 
00229     s = *md->argv++;
00230     if (*s == '-') {
00231 md_continue_here:;
00232       s++;
00233       if (*s != 0) {
00234         /* Found argument, try to locate it in options. */
00235         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00236           /* ERROR! */
00237           return -2;
00238         }
00239         if (r[1] == ':') {
00240           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00241           if (!*(t = s + 1)) {
00242             /* It comes as a separate arg. Check if out of args? */
00243             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00244               /* Check if item is optional? */
00245               if (r[2] != ':')
00246                 return -2;
00247               md->numleft++;
00248               t = NULL;
00249             } else {
00250               md->argv++;
00251             }
00252           }
00253           md->opt = (char*)t;
00254           md->cont = NULL;
00255           return *s;
00256         }
00257         md->opt = NULL;
00258         md->cont = s;
00259         return *s;
00260       }
00261     } else {
00262       /* This is currently not supported. */
00263       return -2;
00264     }
00265   }
00266 }
00267 
00274 static void ParseResolution(Dimension *res, const char *s)
00275 {
00276   const char *t = strchr(s, 'x');
00277   if (t == NULL) {
00278     ShowInfoF("Invalid resolution '%s'", s);
00279     return;
00280   }
00281 
00282   res->width  = max(strtoul(s, NULL, 0), 64UL);
00283   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00284 }
00285 
00286 static void InitializeDynamicVariables()
00287 {
00288   /* Dynamic stuff needs to be initialized somewhere... */
00289   _industry_mngr.ResetMapping();
00290   _industile_mngr.ResetMapping();
00291   _Company_pool.AddBlockToPool();
00292 }
00293 
00294 
00298 static void ShutdownGame()
00299 {
00300   /* stop the AI */
00301   AI::Uninitialize(false);
00302 
00303   IConsoleFree();
00304 
00305   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00306 
00307   DriverFactoryBase::ShutdownDrivers();
00308 
00309   UnInitWindowSystem();
00310 
00311   /* Uninitialize airport state machines */
00312   UnInitializeAirports();
00313 
00314   /* Uninitialize variables that are allocated dynamically */
00315   GamelogReset();
00316   _Town_pool.CleanPool();
00317   _Industry_pool.CleanPool();
00318   _Station_pool.CleanPool();
00319   _Vehicle_pool.CleanPool();
00320   _Sign_pool.CleanPool();
00321   _Order_pool.CleanPool();
00322   _Group_pool.CleanPool();
00323   _CargoPacket_pool.CleanPool();
00324   _Engine_pool.CleanPool();
00325   _Company_pool.CleanPool();
00326 
00327   free(_config_file);
00328 
00329   /* Close all and any open filehandles */
00330   FioCloseAll();
00331 }
00332 
00333 static void LoadIntroGame()
00334 {
00335   _game_mode = GM_MENU;
00336 
00337   ResetGRFConfig(false);
00338 
00339   /* Setup main window */
00340   ResetWindowSystem();
00341   SetupColoursAndInitialWindow();
00342 
00343   /* Load the default opening screen savegame */
00344   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00345     GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
00346     WaitTillGeneratedWorld();
00347     SetLocalCompany(COMPANY_SPECTATOR);
00348   } else {
00349     SetLocalCompany(COMPANY_FIRST);
00350   }
00351 
00352   _pause_game = 0;
00353   _cursor.fix_at = false;
00354 
00355   CheckForMissingGlyphsInLoadedLanguagePack();
00356 
00357   /* Play main theme */
00358   if (_music_driver->IsSongPlaying()) ResetMusic();
00359 }
00360 
00361 void MakeNewgameSettingsLive()
00362 {
00363   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00364     if (_settings_game.ai_config[c] != NULL) {
00365       delete _settings_game.ai_config[c];
00366     }
00367   }
00368 
00369   _settings_game = _settings_newgame;
00370 
00371   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00372     _settings_game.ai_config[c] = NULL;
00373     if (_settings_newgame.ai_config[c] != NULL) {
00374       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00375     }
00376   }
00377 }
00378 
00379 byte _savegame_sort_order;
00380 #if defined(UNIX) && !defined(__MORPHOS__)
00381 extern void DedicatedFork();
00382 #endif
00383 
00384 int ttd_main(int argc, char *argv[])
00385 {
00386   int i;
00387   const char *optformat;
00388   char *musicdriver = NULL;
00389   char *sounddriver = NULL;
00390   char *videodriver = NULL;
00391   char *blitter = NULL;
00392   char *graphics_set = NULL;
00393   Dimension resolution = {0, 0};
00394   Year startyear = INVALID_YEAR;
00395   uint generation_seed = GENERATE_NEW_SEED;
00396   bool save_config = true;
00397 #if defined(ENABLE_NETWORK)
00398   bool dedicated = false;
00399   bool network   = false;
00400   char *network_conn = NULL;
00401   char *debuglog_conn = NULL;
00402   char *dedicated_host = NULL;
00403   uint16 dedicated_port = 0;
00404 #endif /* ENABLE_NETWORK */
00405 
00406   _game_mode = GM_MENU;
00407   _switch_mode = SM_MENU;
00408   _switch_mode_errorstr = INVALID_STRING_ID;
00409   _dedicated_forks = false;
00410   _config_file = NULL;
00411 
00412   /* The last param of the following function means this:
00413    *   a letter means: it accepts that param (e.g.: -h)
00414    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00415    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00416   optformat = "m:s:v:b:hD::n::ei::I:t:d::r:g::G:c:xl:"
00417 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00418     "f"
00419 #endif
00420   ;
00421 
00422   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00423 
00424   while ((i = MyGetOpt(&mgo)) != -1) {
00425     switch (i) {
00426     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00427     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00428     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00429     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00430     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00431 #if defined(ENABLE_NETWORK)
00432     case 'D':
00433       free(musicdriver);
00434       free(sounddriver);
00435       free(videodriver);
00436       free(blitter);
00437       musicdriver = strdup("null");
00438       sounddriver = strdup("null");
00439       videodriver = strdup("dedicated");
00440       blitter = strdup("null");
00441       dedicated = true;
00442       if (mgo.opt != NULL) {
00443         /* Use the existing method for parsing (openttd -n).
00444          * However, we do ignore the #company part. */
00445         const char *temp = NULL;
00446         const char *port = NULL;
00447         ParseConnectionString(&temp, &port, mgo.opt);
00448         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00449         if (port != NULL) dedicated_port = atoi(port);
00450       }
00451       break;
00452     case 'f': _dedicated_forks = true; break;
00453     case 'n':
00454       network = true;
00455       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00456       break;
00457     case 'l':
00458       debuglog_conn = mgo.opt;
00459       break;
00460 #endif /* ENABLE_NETWORK */
00461     case 'r': ParseResolution(&resolution, mgo.opt); break;
00462     case 't': startyear = atoi(mgo.opt); break;
00463     case 'd': {
00464 #if defined(WIN32)
00465         CreateConsole();
00466 #endif
00467         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00468       } break;
00469     case 'e': _switch_mode = SM_EDITOR; break;
00470     case 'i':
00471       /* there is an argument, it is not empty, and it is exactly 1 char long */
00472       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00473         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00474         if (_use_palette <= MAX_PAL) break;
00475       }
00476       usererror("Valid value for '-i' is 0, 1 or 2");
00477     case 'g':
00478       if (mgo.opt != NULL) {
00479         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00480         _switch_mode = SM_LOAD;
00481         _file_to_saveload.mode = SL_LOAD;
00482 
00483         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00484         const char *t = strrchr(_file_to_saveload.name, '.');
00485         if (t != NULL) {
00486           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00487           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00488         }
00489 
00490         break;
00491       }
00492 
00493       _switch_mode = SM_NEWGAME;
00494       /* Give a random map if no seed has been given */
00495       if (generation_seed == GENERATE_NEW_SEED) {
00496         generation_seed = InteractiveRandom();
00497       }
00498       break;
00499     case 'G': generation_seed = atoi(mgo.opt); break;
00500     case 'c': _config_file = strdup(mgo.opt); break;
00501     case 'x': save_config = false; break;
00502     case -2:
00503     case 'h':
00504       /* The next two functions are needed to list the graphics sets.
00505        * We can't do them earlier because then we can't show it on
00506        * the debug console as that hasn't been configured yet. */
00507       DeterminePaths(argv[0]);
00508       FindGraphicsSets();
00509       ShowHelp();
00510       return 0;
00511     }
00512   }
00513 
00514 #if defined(WINCE) && defined(_DEBUG)
00515   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00516   SetDebugString("4");
00517 #endif
00518 
00519   DeterminePaths(argv[0]);
00520   FindGraphicsSets();
00521 
00522 #if defined(UNIX) && !defined(__MORPHOS__)
00523   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00524   if (_dedicated_forks)
00525     DedicatedFork();
00526 #endif
00527 
00528   AI::Initialize();
00529   LoadFromConfig();
00530   AI::Uninitialize(true);
00531   CheckConfig();
00532   LoadFromHighScore();
00533 
00534   if (resolution.width != 0) { _cur_resolution = resolution; }
00535   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00536   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00537 
00538   /* The width and height must be at least 1 pixel, this
00539    * way all internal drawing routines work correctly. */
00540   if (_cur_resolution.width  <= 0) _cur_resolution.width  = 1;
00541   if (_cur_resolution.height <= 0) _cur_resolution.height = 1;
00542 
00543 #if defined(ENABLE_NETWORK)
00544   if (dedicated_host) snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", dedicated_host);
00545   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00546   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00547 #endif /* ENABLE_NETWORK */
00548 
00549   /* enumerate language files */
00550   InitializeLanguagePacks();
00551 
00552   /* initialize screenshot formats */
00553   InitializeScreenshotFormats();
00554 
00555   /* initialize airport state machines */
00556   InitializeAirports();
00557 
00558   /* initialize all variables that are allocated dynamically */
00559   InitializeDynamicVariables();
00560 
00561   /* Sample catalogue */
00562   DEBUG(misc, 1, "Loading sound effects...");
00563   MxInitialize(11025);
00564   SoundInitialize("sample.cat");
00565 
00566   /* Initialize FreeType */
00567   InitFreeType();
00568 
00569   /* This must be done early, since functions use the InvalidateWindow* calls */
00570   InitWindowSystem();
00571 
00572   if (graphics_set == NULL) graphics_set = _ini_graphics_set;
00573   if (!SetGraphicsSet(graphics_set)) {
00574     StrEmpty(graphics_set) ?
00575       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD.") :
00576       usererror("Failed to select requested graphics set '%s'", graphics_set);
00577   }
00578 
00579   /* Initialize game palette */
00580   GfxInitPalettes();
00581 
00582   DEBUG(misc, 1, "Loading blitter...");
00583   if (blitter == NULL) blitter = _ini_blitter;
00584   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
00585     StrEmpty(blitter) ?
00586       usererror("Failed to autoprobe blitter") :
00587       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00588 
00589   DEBUG(driver, 1, "Loading drivers...");
00590 
00591   if (sounddriver == NULL) sounddriver = _ini_sounddriver;
00592   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00593   if (_sound_driver == NULL) {
00594     StrEmpty(sounddriver) ?
00595       usererror("Failed to autoprobe sound driver") :
00596       usererror("Failed to select requested sound driver '%s'", sounddriver);
00597   }
00598 
00599   if (musicdriver == NULL) musicdriver = _ini_musicdriver;
00600   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00601   if (_music_driver == NULL) {
00602     StrEmpty(musicdriver) ?
00603       usererror("Failed to autoprobe music driver") :
00604       usererror("Failed to select requested music driver '%s'", musicdriver);
00605   }
00606 
00607   if (videodriver == NULL) videodriver = _ini_videodriver;
00608   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00609   if (_video_driver == NULL) {
00610     StrEmpty(videodriver) ?
00611       usererror("Failed to autoprobe video driver") :
00612       usererror("Failed to select requested video driver '%s'", videodriver);
00613   }
00614 
00615   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
00616   /* Initialize the zoom level of the screen to normal */
00617   _screen.zoom = ZOOM_LVL_NORMAL;
00618 
00619   /* restore saved music volume */
00620   _music_driver->SetVolume(msf.music_vol);
00621 
00622   NetworkStartUp(); // initialize network-core
00623 
00624 #if defined(ENABLE_NETWORK)
00625   if (debuglog_conn != NULL && _network_available) {
00626     const char *not_used = NULL;
00627     const char *port = NULL;
00628     uint16 rport;
00629 
00630     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00631 
00632     ParseConnectionString(&not_used, &port, debuglog_conn);
00633     if (port != NULL) rport = atoi(port);
00634 
00635     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00636   }
00637 #endif /* ENABLE_NETWORK */
00638 
00639   ScanNewGRFFiles();
00640 
00641   ResetGRFConfig(false);
00642 
00643   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00644   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00645 
00646   /* initialize the ingame console */
00647   IConsoleInit();
00648   _cursor.in_window = true;
00649   InitializeGUI();
00650   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00651 
00652   GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
00653   WaitTillGeneratedWorld();
00654 
00655   CheckForMissingGlyphsInLoadedLanguagePack();
00656 
00657 #ifdef ENABLE_NETWORK
00658   if (network && _network_available) {
00659     if (network_conn != NULL) {
00660       const char *port = NULL;
00661       const char *company = NULL;
00662       uint16 rport;
00663 
00664       rport = NETWORK_DEFAULT_PORT;
00665       _network_playas = COMPANY_NEW_COMPANY;
00666 
00667       ParseConnectionString(&company, &port, network_conn);
00668 
00669       if (company != NULL) {
00670         _network_playas = (CompanyID)atoi(company);
00671 
00672         if (_network_playas != COMPANY_SPECTATOR) {
00673           _network_playas--;
00674           if (_network_playas >= MAX_COMPANIES) return false;
00675         }
00676       }
00677       if (port != NULL) rport = atoi(port);
00678 
00679       LoadIntroGame();
00680       _switch_mode = SM_NONE;
00681       NetworkClientConnectGame(NetworkAddress(network_conn, rport));
00682     }
00683   }
00684 #endif /* ENABLE_NETWORK */
00685 
00686   _video_driver->MainLoop();
00687 
00688   WaitTillSaved();
00689 
00690   /* only save config if we have to */
00691   if (save_config) {
00692     SaveToConfig();
00693     SaveToHighScore();
00694   }
00695 
00696   /* Reset windowing system, stop drivers, free used memory, ... */
00697   ShutdownGame();
00698 
00699   return 0;
00700 }
00701 
00702 void HandleExitGameRequest()
00703 {
00704   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00705     _exit_game = true;
00706   } else if (_settings_client.gui.autosave_on_exit) {
00707     DoExitSave();
00708     _exit_game = true;
00709   } else {
00710     AskExitGame();
00711   }
00712 }
00713 
00714 static void ShowScreenshotResult(bool b)
00715 {
00716   if (b) {
00717     SetDParamStr(0, _screenshot_name);
00718     ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
00719   } else {
00720     ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
00721   }
00722 
00723 }
00724 
00725 static void MakeNewGameDone()
00726 {
00727   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00728 
00729   /* In a dedicated server, the server does not play */
00730   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00731     SetLocalCompany(COMPANY_SPECTATOR);
00732     IConsoleCmdExec("exec scripts/game_start.scr 0");
00733     return;
00734   }
00735 
00736   /* Create a single company */
00737   DoStartupNewCompany(false);
00738 
00739   IConsoleCmdExec("exec scripts/game_start.scr 0");
00740 
00741   SetLocalCompany(COMPANY_FIRST);
00742   _current_company = _local_company;
00743   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
00744 
00745   InitializeRailGUI();
00746 
00747 #ifdef ENABLE_NETWORK
00748   /* We are the server, we start a new company (not dedicated),
00749    * so set the default password *if* needed. */
00750   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00751     char *password = _settings_client.network.default_company_pass;
00752     NetworkChangeCompanyPassword(1, &password);
00753   }
00754 #endif /* ENABLE_NETWORK */
00755 
00756   MarkWholeScreenDirty();
00757 }
00758 
00759 static void MakeNewGame(bool from_heightmap)
00760 {
00761   _game_mode = GM_NORMAL;
00762 
00763   ResetGRFConfig(true);
00764   _house_mngr.ResetMapping();
00765   _industile_mngr.ResetMapping();
00766   _industry_mngr.ResetMapping();
00767 
00768   GenerateWorldSetCallback(&MakeNewGameDone);
00769   GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00770 }
00771 
00772 static void MakeNewEditorWorldDone()
00773 {
00774   SetLocalCompany(OWNER_NONE);
00775 }
00776 
00777 static void MakeNewEditorWorld()
00778 {
00779   _game_mode = GM_EDITOR;
00780 
00781   ResetGRFConfig(true);
00782 
00783   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00784   GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00785 }
00786 
00787 void StartupCompanies();
00788 void StartupDisasters();
00789 extern void StartupEconomy();
00790 
00796 static void StartScenario()
00797 {
00798   _game_mode = GM_NORMAL;
00799 
00800   /* invalid type */
00801   if (_file_to_saveload.mode == SL_INVALID) {
00802     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
00803     SetDParamStr(0, GetSaveLoadErrorString());
00804     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
00805     _game_mode = GM_MENU;
00806     return;
00807   }
00808 
00809   /* Reinitialize windows */
00810   ResetWindowSystem();
00811 
00812   SetupColoursAndInitialWindow();
00813 
00814   ResetGRFConfig(true);
00815 
00816   /* Load game */
00817   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
00818     LoadIntroGame();
00819     SetDParamStr(0, GetSaveLoadErrorString());
00820     ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
00821   }
00822 
00823   _settings_game.difficulty = _settings_newgame.difficulty;
00824 
00825   /* Inititalize data */
00826   StartupEconomy();
00827   StartupCompanies();
00828   StartupEngines();
00829   StartupDisasters();
00830 
00831   SetLocalCompany(COMPANY_FIRST);
00832   _current_company = _local_company;
00833   DoCommandP(0, (_settings_client.gui.autorenew << 15 ) | (_settings_client.gui.autorenew_months << 16) | 4, _settings_client.gui.autorenew_money, CMD_SET_AUTOREPLACE);
00834 
00835   MarkWholeScreenDirty();
00836 }
00837 
00846 bool SafeSaveOrLoad(const char *filename, int mode, int newgm, Subdirectory subdir)
00847 {
00848   byte ogm = _game_mode;
00849 
00850   _game_mode = newgm;
00851   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
00852   switch (SaveOrLoad(filename, mode, subdir)) {
00853     case SL_OK: return true;
00854 
00855     case SL_REINIT:
00856       switch (ogm) {
00857         default:
00858         case GM_MENU:   LoadIntroGame();      break;
00859         case GM_EDITOR: MakeNewEditorWorld(); break;
00860       }
00861       return false;
00862 
00863     default:
00864       _game_mode = ogm;
00865       return false;
00866   }
00867 }
00868 
00869 void SwitchMode(int new_mode)
00870 {
00871 #ifdef ENABLE_NETWORK
00872   /* If we are saving something, the network stays in his current state */
00873   if (new_mode != SM_SAVE) {
00874     /* If the network is active, make it not-active */
00875     if (_networking) {
00876       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
00877         NetworkReboot();
00878       } else {
00879         NetworkDisconnect();
00880       }
00881     }
00882 
00883     /* If we are a server, we restart the server */
00884     if (_is_network_server) {
00885       /* But not if we are going to the menu */
00886       if (new_mode != SM_MENU) {
00887         /* check if we should reload the config */
00888         if (_settings_client.network.reload_cfg) {
00889           LoadFromConfig();
00890           MakeNewgameSettingsLive();
00891           ResetGRFConfig(false);
00892         }
00893         NetworkServerStart();
00894       } else {
00895         /* This client no longer wants to be a network-server */
00896         _is_network_server = false;
00897       }
00898     }
00899   }
00900 #endif /* ENABLE_NETWORK */
00901   /* Make sure all AI controllers are gone at quiting game */
00902   if (new_mode != SM_SAVE) AI::KillAll();
00903 
00904   switch (new_mode) {
00905     case SM_EDITOR: /* Switch to scenario editor */
00906       MakeNewEditorWorld();
00907       break;
00908 
00909     case SM_NEWGAME: /* New Game --> 'Random game' */
00910 #ifdef ENABLE_NETWORK
00911       if (_network_server) {
00912         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00913       }
00914 #endif /* ENABLE_NETWORK */
00915       MakeNewGame(false);
00916       break;
00917 
00918     case SM_START_SCENARIO: /* New Game --> Choose one of the preset scenarios */
00919 #ifdef ENABLE_NETWORK
00920       if (_network_server) {
00921         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
00922       }
00923 #endif /* ENABLE_NETWORK */
00924       StartScenario();
00925       break;
00926 
00927     case SM_LOAD: { /* Load game, Play Scenario */
00928       ResetGRFConfig(true);
00929       ResetWindowSystem();
00930 
00931       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
00932         LoadIntroGame();
00933         SetDParamStr(0, GetSaveLoadErrorString());
00934         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
00935       } else {
00936         if (_saveload_mode == SLD_LOAD_SCENARIO) {
00937           StartupEngines();
00938         }
00939         /* Update the local company for a loaded game. It is either always
00940         * company #1 (eg 0) or in the case of a dedicated server a spectator */
00941         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
00942         /* Execute the game-start script */
00943         IConsoleCmdExec("exec scripts/game_start.scr 0");
00944         /* Decrease pause counter (was increased from opening load dialog) */
00945         DoCommandP(0, 0, 0, CMD_PAUSE);
00946 #ifdef ENABLE_NETWORK
00947         if (_network_server) {
00948           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
00949         }
00950 #endif /* ENABLE_NETWORK */
00951       }
00952       break;
00953     }
00954 
00955     case SM_START_HEIGHTMAP: /* Load a heightmap and start a new game from it */
00956 #ifdef ENABLE_NETWORK
00957       if (_network_server) {
00958         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
00959       }
00960 #endif /* ENABLE_NETWORK */
00961       MakeNewGame(true);
00962       break;
00963 
00964     case SM_LOAD_HEIGHTMAP: /* Load heightmap from scenario editor */
00965       SetLocalCompany(OWNER_NONE);
00966 
00967       GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00968       MarkWholeScreenDirty();
00969       break;
00970 
00971     case SM_LOAD_SCENARIO: { /* Load scenario from scenario editor */
00972       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
00973         SetLocalCompany(OWNER_NONE);
00974         _settings_newgame.game_creation.starting_year = _cur_year;
00975       } else {
00976         SetDParamStr(0, GetSaveLoadErrorString());
00977         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
00978       }
00979       break;
00980     }
00981 
00982     case SM_MENU: /* Switch to game intro menu */
00983       LoadIntroGame();
00984       break;
00985 
00986     case SM_SAVE: /* Save game */
00987       /* Make network saved games on pause compatible to singleplayer */
00988       if (_networking && _pause_game == 1) _pause_game = 2;
00989       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
00990         SetDParamStr(0, GetSaveLoadErrorString());
00991         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, 0, 0);
00992       } else {
00993         DeleteWindowById(WC_SAVELOAD, 0);
00994       }
00995       if (_networking && _pause_game == 2) _pause_game = 1;
00996       break;
00997 
00998     case SM_GENRANDLAND: /* Generate random land within scenario editor */
00999       SetLocalCompany(OWNER_NONE);
01000       GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01001       /* XXX: set date */
01002       MarkWholeScreenDirty();
01003       break;
01004   }
01005 
01006   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01007     ShowErrorMessage(INVALID_STRING_ID, _switch_mode_errorstr, 0, 0);
01008   }
01009 }
01010 
01011 
01017 void StateGameLoop()
01018 {
01019   /* dont execute the state loop during pause */
01020   if (_pause_game) {
01021     CallWindowTickEvent();
01022     return;
01023   }
01024   if (IsGeneratingWorld()) return;
01025 
01026   ClearStorageChanges(false);
01027 
01028   if (_game_mode == GM_EDITOR) {
01029     RunTileLoop();
01030     CallVehicleTicks();
01031     CallLandscapeTick();
01032     ClearStorageChanges(true);
01033 
01034     CallWindowTickEvent();
01035     NewsLoop();
01036   } else {
01037     if (_debug_desync_level > 1) {
01038       Vehicle *v;
01039       FOR_ALL_VEHICLES(v) {
01040         if (v != v->First()) continue;
01041 
01042         switch (v->type) {
01043           case VEH_ROAD: {
01044             extern byte GetRoadVehLength(const Vehicle *v);
01045             if (GetRoadVehLength(v) != v->u.road.cached_veh_length) {
01046               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01047             }
01048           } break;
01049 
01050           case VEH_TRAIN: {
01051             uint length = 0;
01052             for (Vehicle *u = v; u != NULL; u = u->Next()) length++;
01053 
01054             VehicleRail *wagons = MallocT<VehicleRail>(length);
01055             length = 0;
01056             for (Vehicle *u = v; u != NULL; u = u->Next()) wagons[length++] = u->u.rail;
01057 
01058             TrainConsistChanged(v, true);
01059 
01060             length = 0;
01061             for (Vehicle *u = v; u != NULL; u = u->Next()) {
01062               if (memcmp(&wagons[length], &u->u.rail, sizeof(VehicleRail)) != 0) {
01063                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
01064               }
01065               length++;
01066             }
01067 
01068             free(wagons);
01069           } break;
01070 
01071           case VEH_AIRCRAFT: {
01072             uint speed = v->u.air.cached_max_speed;
01073             UpdateAircraftCache(v);
01074             if (speed != v->u.air.cached_max_speed) {
01075               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01076             }
01077           } break;
01078 
01079           default:
01080             break;
01081         }
01082       }
01083     }
01084 
01085     /* All these actions has to be done from OWNER_NONE
01086      *  for multiplayer compatibility */
01087     CompanyID old_company = _current_company;
01088     _current_company = OWNER_NONE;
01089 
01090     AnimateAnimatedTiles();
01091     IncreaseDate();
01092     RunTileLoop();
01093     CallVehicleTicks();
01094     CallLandscapeTick();
01095     ClearStorageChanges(true);
01096 
01097     AI::GameLoop();
01098 
01099     CallWindowTickEvent();
01100     NewsLoop();
01101     _current_company = old_company;
01102   }
01103 }
01104 
01107 static void DoAutosave()
01108 {
01109   char buf[MAX_PATH];
01110 
01111 #if defined(PSP)
01112   /* Autosaving in networking is too time expensive for the PSP */
01113   if (_networking) return;
01114 #endif /* PSP */
01115 
01116   if (_settings_client.gui.keep_all_autosave && _local_company != COMPANY_SPECTATOR) {
01117     GenerateDefaultSaveName(buf, lastof(buf));
01118     strecat(buf, ".sav", lastof(buf));
01119   } else {
01120     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01121     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01122 
01123     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01124   }
01125 
01126   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01127   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01128     ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
01129   }
01130 }
01131 
01132 void GameLoop()
01133 {
01134   ProcessAsyncSaveFinish();
01135 
01136   /* autosave game? */
01137   if (_do_autosave) {
01138     _do_autosave = false;
01139     DoAutosave();
01140     RedrawAutosave();
01141   }
01142 
01143   /* make a screenshot? */
01144   if (IsScreenshotRequested()) ShowScreenshotResult(MakeScreenshot());
01145 
01146   /* switch game mode? */
01147   if (_switch_mode != SM_NONE) {
01148     SwitchMode(_switch_mode);
01149     _switch_mode = SM_NONE;
01150   }
01151 
01152   IncreaseSpriteLRU();
01153   InteractiveRandom();
01154 
01155   _caret_timer += 3;
01156   _palette_animation_counter += 8;
01157   CursorTick();
01158 
01159 #ifdef ENABLE_NETWORK
01160   /* Check for UDP stuff */
01161   if (_network_available) NetworkUDPGameLoop();
01162 
01163   if (_networking && !IsGeneratingWorld()) {
01164     /* Multiplayer */
01165     NetworkGameLoop();
01166   } else {
01167     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01168       /* This means that we want to reconnect to the last host
01169        * We do this here, because it means that the network is really closed */
01170       _network_playas = COMPANY_SPECTATOR;
01171       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port));
01172     }
01173     /* Singleplayer */
01174     StateGameLoop();
01175   }
01176 #else
01177   StateGameLoop();
01178 #endif /* ENABLE_NETWORK */
01179 
01180   if (!_pause_game && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01181 
01182   if (!_pause_game || _cheats.build_in_pause.value) MoveAllTextEffects();
01183 
01184   InputLoop();
01185 
01186   _sound_driver->MainLoop();
01187   MusicLoop();
01188 }

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