mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
1361 lines
39 KiB
C++
1361 lines
39 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file openttd.cpp Functions related to starting OpenTTD. */
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#include "stdafx.h"
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#include "blitter/factory.hpp"
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#include "sound/sound_driver.hpp"
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#include "music/music_driver.hpp"
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#include "video/video_driver.hpp"
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#include "fontcache.h"
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#include "gui.h"
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#include "sound_func.h"
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#include "window_func.h"
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#include "base_media_base.h"
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#include "saveload/saveload.h"
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#include "landscape.h"
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#include "company_func.h"
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#include "command_func.h"
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#include "news_func.h"
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#include "fios.h"
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#include "aircraft.h"
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#include "roadveh.h"
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#include "train.h"
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#include "console_func.h"
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#include "screenshot.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "signs_base.h"
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#include "ai/ai.hpp"
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#include "ai/ai_config.hpp"
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#include "settings_func.h"
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#include "genworld.h"
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#include "group.h"
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#include "strings_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "gamelog.h"
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#include "cheat_type.h"
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#include "animated_tile_func.h"
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#include "roadstop_base.h"
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#include "functions.h"
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#include "elrail_func.h"
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#include "rev.h"
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#include "highscore.h"
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#include "thread/thread.h"
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#include "station_base.h"
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#include "crashlog.h"
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#include "company_base.h"
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#include "engine_base.h"
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#include "engine_func.h"
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#include "core/random_func.hpp"
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#include "rail_gui.h"
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#include "core/backup_type.hpp"
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#include "hotkeys.h"
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#include "newgrf_commons.h"
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#include "town.h"
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#include "industry.h"
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#include <stdarg.h>
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#include "table/strings.h"
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StringID _switch_mode_errorstr;
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void CallLandscapeTick();
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void IncreaseDate();
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void DoPaletteAnimations();
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void MusicLoop();
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void ResetMusic();
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void ProcessAsyncSaveFinish();
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void CallWindowTickEvent();
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extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
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extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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extern void ShowOSErrorBox(const char *buf, bool system);
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extern char *_config_file;
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/**
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* Error handling for fatal user errors.
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* @param s the string to print.
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* @note Does NEVER return.
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*/
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void CDECL usererror(const char *s, ...)
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{
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va_list va;
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char buf[512];
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va_start(va, s);
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vsnprintf(buf, lengthof(buf), s, va);
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va_end(va);
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ShowOSErrorBox(buf, false);
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if (_video_driver != NULL) _video_driver->Stop();
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exit(1);
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}
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/**
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* Error handling for fatal non-user errors.
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* @param s the string to print.
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* @note Does NEVER return.
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*/
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void CDECL error(const char *s, ...)
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{
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va_list va;
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char buf[512];
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va_start(va, s);
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vsnprintf(buf, lengthof(buf), s, va);
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va_end(va);
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ShowOSErrorBox(buf, true);
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/* Set the error message for the crash log and then invoke it. */
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CrashLog::SetErrorMessage(buf);
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abort();
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}
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/**
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* Shows some information on the console/a popup box depending on the OS.
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* @param str the text to show.
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*/
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void CDECL ShowInfoF(const char *str, ...)
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{
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va_list va;
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char buf[1024];
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va_start(va, str);
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vsnprintf(buf, lengthof(buf), str, va);
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va_end(va);
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ShowInfo(buf);
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}
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/**
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* Show the help message when someone passed a wrong parameter.
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*/
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static void ShowHelp()
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{
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char buf[8192];
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char *p = buf;
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p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
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p = strecpy(p,
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"\n"
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"\n"
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"Command line options:\n"
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" -v drv = Set video driver (see below)\n"
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" -s drv = Set sound driver (see below) (param bufsize,hz)\n"
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" -m drv = Set music driver (see below)\n"
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" -b drv = Set the blitter to use (see below)\n"
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" -r res = Set resolution (for instance 800x600)\n"
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" -h = Display this help text\n"
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" -t year = Set starting year\n"
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" -d [[fac=]lvl[,...]]= Debug mode\n"
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" -e = Start Editor\n"
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" -g [savegame] = Start new/save game immediately\n"
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" -G seed = Set random seed\n"
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#if defined(ENABLE_NETWORK)
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" -n [ip:port#company]= Start networkgame\n"
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" -p password = Password to join server\n"
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" -P password = Password to join company\n"
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" -D [ip][:port] = Start dedicated server\n"
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" -l ip[:port] = Redirect DEBUG()\n"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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" -f = Fork into the background (dedicated only)\n"
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#endif
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#endif /* ENABLE_NETWORK */
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" -i palette = Force to use the DOS (0) or Windows (1) palette\n"
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" (defines default setting when adding newgrfs)\n"
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" Default value (2) lets OpenTTD use the palette\n"
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" specified in graphics set file (see below)\n"
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" -I graphics_set = Force the graphics set (see below)\n"
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" -S sounds_set = Force the sounds set (see below)\n"
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" -M music_set = Force the music set (see below)\n"
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" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
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" -x = Do not automatically save to config file on exit\n"
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"\n",
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lastof(buf)
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);
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/* List the graphics packs */
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p = BaseGraphics::GetSetsList(p, lastof(buf));
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/* List the sounds packs */
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p = BaseSounds::GetSetsList(p, lastof(buf));
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/* List the music packs */
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p = BaseMusic::GetSetsList(p, lastof(buf));
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/* List the drivers */
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p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
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/* List the blitters */
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p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
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/* We need to initialize the AI, so it finds the AIs */
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AI::Initialize();
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p = AI::GetConsoleList(p, lastof(buf));
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AI::Uninitialize(true);
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/* ShowInfo put output to stderr, but version information should go
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* to stdout; this is the only exception */
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#if !defined(WIN32) && !defined(WIN64)
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printf("%s\n", buf);
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#else
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ShowInfo(buf);
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#endif
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}
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struct MyGetOptData {
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char *opt;
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int numleft;
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char **argv;
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const char *options;
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char *cont;
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MyGetOptData(int argc, char **argv, const char *options)
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{
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opt = NULL;
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numleft = argc;
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this->argv = argv;
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this->options = options;
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cont = NULL;
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}
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};
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static int MyGetOpt(MyGetOptData *md)
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{
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char *s = md->cont;
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if (s != NULL) {
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goto md_continue_here;
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}
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for (;;) {
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if (--md->numleft < 0) return -1;
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s = *md->argv++;
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if (*s == '-') {
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md_continue_here:;
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s++;
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if (*s != 0) {
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const char *r;
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/* Found argument, try to locate it in options. */
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if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
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/* ERROR! */
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return -2;
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}
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if (r[1] == ':') {
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char *t;
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/* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
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if (!*(t = s + 1)) {
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/* It comes as a separate arg. Check if out of args? */
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if (--md->numleft < 0 || *(t = *md->argv) == '-') {
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/* Check if item is optional? */
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if (r[2] != ':') return -2;
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md->numleft++;
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t = NULL;
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} else {
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md->argv++;
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}
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}
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md->opt = t;
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md->cont = NULL;
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return *s;
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}
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md->opt = NULL;
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md->cont = s;
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return *s;
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}
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} else {
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/* This is currently not supported. */
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return -2;
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}
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}
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}
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/**
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* Extract the resolution from the given string and store
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* it in the 'res' parameter.
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* @param res variable to store the resolution in.
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* @param s the string to decompose.
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*/
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static void ParseResolution(Dimension *res, const char *s)
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{
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const char *t = strchr(s, 'x');
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if (t == NULL) {
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ShowInfoF("Invalid resolution '%s'", s);
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return;
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}
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res->width = max(strtoul(s, NULL, 0), 64UL);
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res->height = max(strtoul(t + 1, NULL, 0), 64UL);
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}
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static void InitializeDynamicVariables()
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{
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/* Dynamic stuff needs to be initialized somewhere... */
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_engine_mngr.ResetToDefaultMapping();
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_house_mngr.ResetMapping();
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_industry_mngr.ResetMapping();
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_industile_mngr.ResetMapping();
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_airport_mngr.ResetMapping();
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_airporttile_mngr.ResetMapping();
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}
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/**
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* Unitializes drivers, frees allocated memory, cleans pools, ...
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* Generally, prepares the game for shutting down
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*/
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static void ShutdownGame()
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{
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IConsoleFree();
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if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
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DriverFactoryBase::ShutdownDrivers();
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UnInitWindowSystem();
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/* stop the AI */
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AI::Uninitialize(false);
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/* Uninitialize variables that are allocated dynamically */
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GamelogReset();
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_town_pool.CleanPool();
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_industry_pool.CleanPool();
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_station_pool.CleanPool();
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_roadstop_pool.CleanPool();
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_vehicle_pool.CleanPool();
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_sign_pool.CleanPool();
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_order_pool.CleanPool();
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_group_pool.CleanPool();
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_cargopacket_pool.CleanPool();
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_engine_pool.CleanPool();
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_company_pool.CleanPool();
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#ifdef ENABLE_NETWORK
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free(_config_file);
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#endif
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/* Close all and any open filehandles */
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FioCloseAll();
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}
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static void LoadIntroGame()
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{
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_game_mode = GM_MENU;
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ResetGRFConfig(false);
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/* Setup main window */
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ResetWindowSystem();
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SetupColoursAndInitialWindow();
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/* Load the default opening screen savegame */
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if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
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GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
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WaitTillGeneratedWorld();
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SetLocalCompany(COMPANY_SPECTATOR);
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} else {
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SetLocalCompany(COMPANY_FIRST);
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}
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_pause_mode = PM_UNPAUSED;
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_cursor.fix_at = false;
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CheckForMissingGlyphsInLoadedLanguagePack();
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/* Play main theme */
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if (_music_driver->IsSongPlaying()) ResetMusic();
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}
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void MakeNewgameSettingsLive()
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{
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#ifdef ENABLE_AI
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != NULL) {
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delete _settings_game.ai_config[c];
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}
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}
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#endif /* ENABLE_AI */
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_settings_game = _settings_newgame;
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#ifdef ENABLE_AI
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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_settings_game.ai_config[c] = NULL;
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if (_settings_newgame.ai_config[c] != NULL) {
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_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
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}
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}
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#endif /* ENABLE_AI */
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}
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#if defined(UNIX) && !defined(__MORPHOS__)
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extern void DedicatedFork();
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#endif
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int ttd_main(int argc, char *argv[])
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{
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int i;
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const char *optformat;
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char *musicdriver = NULL;
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char *sounddriver = NULL;
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char *videodriver = NULL;
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char *blitter = NULL;
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char *graphics_set = NULL;
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char *sounds_set = NULL;
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char *music_set = NULL;
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Dimension resolution = {0, 0};
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Year startyear = INVALID_YEAR;
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uint generation_seed = GENERATE_NEW_SEED;
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bool save_config = true;
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#if defined(ENABLE_NETWORK)
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bool dedicated = false;
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bool network = false;
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char *network_conn = NULL;
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char *debuglog_conn = NULL;
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char *dedicated_host = NULL;
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uint16 dedicated_port = 0;
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char *join_server_password = NULL;
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char *join_company_password = NULL;
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extern bool _dedicated_forks;
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_dedicated_forks = false;
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#endif /* ENABLE_NETWORK */
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_game_mode = GM_MENU;
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_switch_mode = SM_MENU;
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_switch_mode_errorstr = INVALID_STRING_ID;
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_config_file = NULL;
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/* The last param of the following function means this:
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* a letter means: it accepts that param (e.g.: -h)
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* a ':' behind it means: it need a param (e.g.: -m<driver>)
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* a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
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optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
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#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
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"f"
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#endif
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;
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MyGetOptData mgo(argc - 1, argv + 1, optformat);
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while ((i = MyGetOpt(&mgo)) != -1) {
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switch (i) {
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case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
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case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
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case 'M': free(music_set); music_set = strdup(mgo.opt); break;
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case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
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case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
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case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
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case 'b': free(blitter); blitter = strdup(mgo.opt); break;
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#if defined(ENABLE_NETWORK)
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case 'D':
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free(musicdriver);
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free(sounddriver);
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free(videodriver);
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free(blitter);
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musicdriver = strdup("null");
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sounddriver = strdup("null");
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videodriver = strdup("dedicated");
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blitter = strdup("null");
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dedicated = true;
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SetDebugString("net=6");
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if (mgo.opt != NULL) {
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/* Use the existing method for parsing (openttd -n).
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* However, we do ignore the #company part. */
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const char *temp = NULL;
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const char *port = NULL;
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ParseConnectionString(&temp, &port, mgo.opt);
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if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
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if (port != NULL) dedicated_port = atoi(port);
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}
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break;
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case 'f': _dedicated_forks = true; break;
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case 'n':
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network = true;
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network_conn = mgo.opt; // optional IP parameter, NULL if unset
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break;
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case 'l':
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debuglog_conn = mgo.opt;
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break;
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case 'p':
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join_server_password = mgo.opt;
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break;
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case 'P':
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join_company_password = mgo.opt;
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break;
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#endif /* ENABLE_NETWORK */
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case 'r': ParseResolution(&resolution, mgo.opt); break;
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case 't': startyear = atoi(mgo.opt); break;
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case 'd': {
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#if defined(WIN32)
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CreateConsole();
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#endif
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if (mgo.opt != NULL) SetDebugString(mgo.opt);
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break;
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}
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case 'e': _switch_mode = SM_EDITOR; break;
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case 'i':
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/* there is an argument, it is not empty, and it is exactly 1 char long */
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if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
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_use_palette = (PaletteType)(mgo.opt[0] - '0');
|
|
if (_use_palette <= MAX_PAL) break;
|
|
}
|
|
usererror("Valid value for '-i' is 0, 1 or 2");
|
|
case 'g':
|
|
if (mgo.opt != NULL) {
|
|
strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
|
|
_switch_mode = SM_LOAD;
|
|
_file_to_saveload.mode = SL_LOAD;
|
|
|
|
/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
|
|
const char *t = strrchr(_file_to_saveload.name, '.');
|
|
if (t != NULL) {
|
|
FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
|
|
if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
_switch_mode = SM_NEWGAME;
|
|
/* Give a random map if no seed has been given */
|
|
if (generation_seed == GENERATE_NEW_SEED) {
|
|
generation_seed = InteractiveRandom();
|
|
}
|
|
break;
|
|
case 'G': generation_seed = atoi(mgo.opt); break;
|
|
case 'c': _config_file = strdup(mgo.opt); break;
|
|
case 'x': save_config = false; break;
|
|
case -2:
|
|
case 'h':
|
|
/* The next two functions are needed to list the graphics sets.
|
|
* We can't do them earlier because then we can't show it on
|
|
* the debug console as that hasn't been configured yet. */
|
|
DeterminePaths(argv[0]);
|
|
BaseGraphics::FindSets();
|
|
BaseSounds::FindSets();
|
|
BaseMusic::FindSets();
|
|
ShowHelp();
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
#if defined(WINCE) && defined(_DEBUG)
|
|
/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
|
|
SetDebugString("4");
|
|
#endif
|
|
|
|
DeterminePaths(argv[0]);
|
|
BaseGraphics::FindSets();
|
|
BaseSounds::FindSets();
|
|
BaseMusic::FindSets();
|
|
|
|
#if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
|
|
/* We must fork here, or we'll end up without some resources we need (like sockets) */
|
|
if (_dedicated_forks) DedicatedFork();
|
|
#endif
|
|
|
|
AI::Initialize();
|
|
LoadFromConfig();
|
|
AI::Uninitialize(true);
|
|
CheckConfig();
|
|
LoadFromHighScore();
|
|
LoadHotkeysFromConfig();
|
|
|
|
if (resolution.width != 0) { _cur_resolution = resolution; }
|
|
if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
|
|
if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
|
|
|
|
/*
|
|
* The width and height must be at least 1 pixel and width times
|
|
* height must still fit within a 32 bits integer, this way all
|
|
* internal drawing routines work correctly.
|
|
*/
|
|
_cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX);
|
|
_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
|
|
|
|
#if defined(ENABLE_NETWORK)
|
|
if (dedicated_host) {
|
|
_network_bind_list.Clear();
|
|
*_network_bind_list.Append() = strdup(dedicated_host);
|
|
}
|
|
if (dedicated_port) _settings_client.network.server_port = dedicated_port;
|
|
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
/* enumerate language files */
|
|
InitializeLanguagePacks();
|
|
|
|
/* initialize screenshot formats */
|
|
InitializeScreenshotFormats();
|
|
|
|
/* initialize all variables that are allocated dynamically */
|
|
InitializeDynamicVariables();
|
|
|
|
/* Initialize FreeType */
|
|
InitFreeType();
|
|
|
|
/* This must be done early, since functions use the SetWindowDirty* calls */
|
|
InitWindowSystem();
|
|
|
|
/* Look for the sounds before the graphics. Otherwise none would be set and
|
|
* the first initialisation of the video happens on the wrong data. Now it
|
|
* can do the first initialisation right. */
|
|
if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
|
|
if (!BaseSounds::SetSet(sounds_set)) {
|
|
StrEmpty(sounds_set) ?
|
|
usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
|
|
usererror("Failed to select requested sounds set '%s'", sounds_set);
|
|
}
|
|
free(sounds_set);
|
|
|
|
if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
|
|
if (!BaseGraphics::SetSet(graphics_set)) {
|
|
StrEmpty(graphics_set) ?
|
|
usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
|
|
usererror("Failed to select requested graphics set '%s'", graphics_set);
|
|
}
|
|
free(graphics_set);
|
|
|
|
if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
|
|
if (!BaseMusic::SetSet(music_set)) {
|
|
StrEmpty(music_set) ?
|
|
usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
|
|
usererror("Failed to select requested music set '%s'", music_set);
|
|
}
|
|
free(music_set);
|
|
|
|
/* Initialize game palette */
|
|
GfxInitPalettes();
|
|
|
|
DEBUG(misc, 1, "Loading blitter...");
|
|
if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
|
|
if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
|
|
StrEmpty(blitter) ?
|
|
usererror("Failed to autoprobe blitter") :
|
|
usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
|
|
}
|
|
free(blitter);
|
|
|
|
DEBUG(driver, 1, "Loading drivers...");
|
|
|
|
if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
|
|
_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
|
|
if (_sound_driver == NULL) {
|
|
StrEmpty(sounddriver) ?
|
|
usererror("Failed to autoprobe sound driver") :
|
|
usererror("Failed to select requested sound driver '%s'", sounddriver);
|
|
}
|
|
free(sounddriver);
|
|
|
|
if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
|
|
_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
|
|
if (_video_driver == NULL) {
|
|
StrEmpty(videodriver) ?
|
|
usererror("Failed to autoprobe video driver") :
|
|
usererror("Failed to select requested video driver '%s'", videodriver);
|
|
}
|
|
free(videodriver);
|
|
|
|
if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
|
|
_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
|
|
if (_music_driver == NULL) {
|
|
StrEmpty(musicdriver) ?
|
|
usererror("Failed to autoprobe music driver") :
|
|
usererror("Failed to select requested music driver '%s'", musicdriver);
|
|
}
|
|
free(musicdriver);
|
|
|
|
/* Initialize the zoom level of the screen to normal */
|
|
_screen.zoom = ZOOM_LVL_NORMAL;
|
|
|
|
/* restore saved music volume */
|
|
_music_driver->SetVolume(msf.music_vol);
|
|
|
|
NetworkStartUp(); // initialize network-core
|
|
|
|
#if defined(ENABLE_NETWORK)
|
|
if (debuglog_conn != NULL && _network_available) {
|
|
const char *not_used = NULL;
|
|
const char *port = NULL;
|
|
uint16 rport;
|
|
|
|
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
|
|
|
|
ParseConnectionString(¬_used, &port, debuglog_conn);
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
ScanNewGRFFiles();
|
|
|
|
ResetGRFConfig(false);
|
|
|
|
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
|
|
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
|
|
|
|
/* initialize the ingame console */
|
|
IConsoleInit();
|
|
_cursor.in_window = true;
|
|
InitializeGUI();
|
|
IConsoleCmdExec("exec scripts/autoexec.scr 0");
|
|
|
|
/* Take our initial lock on whatever we might want to do! */
|
|
_genworld_paint_mutex->BeginCritical();
|
|
_genworld_mapgen_mutex->BeginCritical();
|
|
|
|
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
|
|
WaitTillGeneratedWorld();
|
|
|
|
CheckForMissingGlyphsInLoadedLanguagePack();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
if (network && _network_available) {
|
|
if (network_conn != NULL) {
|
|
const char *port = NULL;
|
|
const char *company = NULL;
|
|
uint16 rport = NETWORK_DEFAULT_PORT;
|
|
CompanyID join_as = COMPANY_NEW_COMPANY;
|
|
|
|
ParseConnectionString(&company, &port, network_conn);
|
|
|
|
if (company != NULL) {
|
|
join_as = (CompanyID)atoi(company);
|
|
|
|
if (join_as != COMPANY_SPECTATOR) {
|
|
join_as--;
|
|
if (join_as >= MAX_COMPANIES) return false;
|
|
}
|
|
}
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
LoadIntroGame();
|
|
_switch_mode = SM_NONE;
|
|
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
|
|
}
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
_video_driver->MainLoop();
|
|
|
|
WaitTillSaved();
|
|
|
|
/* only save config if we have to */
|
|
if (save_config) {
|
|
SaveToConfig();
|
|
SaveHotkeysToConfig();
|
|
SaveToHighScore();
|
|
}
|
|
|
|
/* Reset windowing system, stop drivers, free used memory, ... */
|
|
ShutdownGame();
|
|
|
|
free(const_cast<char *>(BaseGraphics::ini_set));
|
|
free(const_cast<char *>(BaseSounds::ini_set));
|
|
free(const_cast<char *>(BaseMusic::ini_set));
|
|
free(_ini_musicdriver);
|
|
free(_ini_sounddriver);
|
|
free(_ini_videodriver);
|
|
free(_ini_blitter);
|
|
|
|
return 0;
|
|
}
|
|
|
|
void HandleExitGameRequest()
|
|
{
|
|
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
|
|
_exit_game = true;
|
|
} else if (_settings_client.gui.autosave_on_exit) {
|
|
DoExitSave();
|
|
_exit_game = true;
|
|
} else {
|
|
AskExitGame();
|
|
}
|
|
}
|
|
|
|
static void MakeNewGameDone()
|
|
{
|
|
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
|
|
|
|
/* In a dedicated server, the server does not play */
|
|
if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
|
|
SetLocalCompany(COMPANY_SPECTATOR);
|
|
IConsoleCmdExec("exec scripts/game_start.scr 0");
|
|
return;
|
|
}
|
|
|
|
/* Create a single company */
|
|
DoStartupNewCompany(false);
|
|
|
|
Company *c = Company::Get(COMPANY_FIRST);
|
|
c->settings = _settings_client.company;
|
|
|
|
IConsoleCmdExec("exec scripts/game_start.scr 0");
|
|
|
|
SetLocalCompany(COMPANY_FIRST);
|
|
|
|
InitializeRailGUI();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
/* We are the server, we start a new company (not dedicated),
|
|
* so set the default password *if* needed. */
|
|
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
|
|
NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
static void MakeNewGame(bool from_heightmap, bool reset_settings)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
ResetGRFConfig(true);
|
|
InitializeDynamicVariables();
|
|
|
|
GenerateWorldSetCallback(&MakeNewGameDone);
|
|
GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
|
|
}
|
|
|
|
static void MakeNewEditorWorldDone()
|
|
{
|
|
SetLocalCompany(OWNER_NONE);
|
|
}
|
|
|
|
static void MakeNewEditorWorld()
|
|
{
|
|
_game_mode = GM_EDITOR;
|
|
|
|
ResetGRFConfig(true);
|
|
|
|
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
|
|
GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
|
|
}
|
|
|
|
void StartupCompanies();
|
|
void StartupDisasters();
|
|
extern void StartupEconomy();
|
|
|
|
/**
|
|
* Load the specified savegame but on error do different things.
|
|
* If loading fails due to corrupt savegame, bad version, etc. go back to
|
|
* a previous correct state. In the menu for example load the intro game again.
|
|
* @param filename file to be loaded
|
|
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
|
|
* @param newgm switch to this mode of loading fails due to some unknown error
|
|
* @param subdir default directory to look for filename, set to 0 if not needed
|
|
*/
|
|
bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
|
|
{
|
|
GameMode ogm = _game_mode;
|
|
|
|
_game_mode = newgm;
|
|
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
|
|
switch (SaveOrLoad(filename, mode, subdir)) {
|
|
case SL_OK: return true;
|
|
|
|
case SL_REINIT:
|
|
if (_network_dedicated) {
|
|
/*
|
|
* We need to reinit a network map...
|
|
* We can't simply load the intro game here as that game has many
|
|
* special cases which make clients desync immediately. So we fall
|
|
* back to just generating a new game with the current settings.
|
|
*/
|
|
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
|
|
MakeNewGame(false, true);
|
|
return false;
|
|
}
|
|
|
|
switch (ogm) {
|
|
default:
|
|
case GM_MENU: LoadIntroGame(); break;
|
|
case GM_EDITOR: MakeNewEditorWorld(); break;
|
|
}
|
|
return false;
|
|
|
|
default:
|
|
_game_mode = ogm;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Start Scenario starts a new game based on a scenario.
|
|
* Eg 'New Game' --> select a preset scenario
|
|
* This starts a scenario based on your current difficulty settings
|
|
*/
|
|
static void StartScenario()
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
/* invalid type */
|
|
if (_file_to_saveload.mode == SL_INVALID) {
|
|
DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
_game_mode = GM_MENU;
|
|
return;
|
|
}
|
|
|
|
/* Reinitialize windows */
|
|
ResetWindowSystem();
|
|
|
|
SetupColoursAndInitialWindow();
|
|
|
|
ResetGRFConfig(true);
|
|
|
|
/* Load game */
|
|
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
return;
|
|
}
|
|
|
|
_settings_game.difficulty = _settings_newgame.difficulty;
|
|
|
|
/* Inititalize data */
|
|
StartupEconomy();
|
|
StartupCompanies();
|
|
StartupEngines();
|
|
StartupDisasters();
|
|
|
|
SetLocalCompany(COMPANY_FIRST);
|
|
Company *c = Company::Get(COMPANY_FIRST);
|
|
c->settings = _settings_client.company;
|
|
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
void SwitchToMode(SwitchMode new_mode)
|
|
{
|
|
#ifdef ENABLE_NETWORK
|
|
/* If we are saving something, the network stays in his current state */
|
|
if (new_mode != SM_SAVE) {
|
|
/* If the network is active, make it not-active */
|
|
if (_networking) {
|
|
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
|
|
NetworkReboot();
|
|
} else {
|
|
NetworkDisconnect();
|
|
}
|
|
}
|
|
|
|
/* If we are a server, we restart the server */
|
|
if (_is_network_server) {
|
|
/* But not if we are going to the menu */
|
|
if (new_mode != SM_MENU) {
|
|
/* check if we should reload the config */
|
|
if (_settings_client.network.reload_cfg) {
|
|
LoadFromConfig();
|
|
MakeNewgameSettingsLive();
|
|
ResetGRFConfig(false);
|
|
}
|
|
NetworkServerStart();
|
|
} else {
|
|
/* This client no longer wants to be a network-server */
|
|
_is_network_server = false;
|
|
}
|
|
}
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
/* Make sure all AI controllers are gone at quiting game */
|
|
if (new_mode != SM_SAVE) AI::KillAll();
|
|
|
|
switch (new_mode) {
|
|
case SM_EDITOR: // Switch to scenario editor
|
|
MakeNewEditorWorld();
|
|
break;
|
|
|
|
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
|
|
case SM_NEWGAME: // New Game --> 'Random game'
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
MakeNewGame(false, new_mode == SM_NEWGAME);
|
|
break;
|
|
|
|
case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
StartScenario();
|
|
break;
|
|
|
|
case SM_LOAD: { // Load game, Play Scenario
|
|
ResetGRFConfig(true);
|
|
ResetWindowSystem();
|
|
|
|
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
} else {
|
|
if (_saveload_mode == SLD_LOAD_SCENARIO) {
|
|
StartupEngines();
|
|
}
|
|
/* Update the local company for a loaded game. It is either always
|
|
* company #1 (eg 0) or in the case of a dedicated server a spectator */
|
|
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
|
|
/* Execute the game-start script */
|
|
IConsoleCmdExec("exec scripts/game_start.scr 0");
|
|
/* Decrease pause counter (was increased from opening load dialog) */
|
|
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
|
|
#ifdef ENABLE_NETWORK
|
|
if (_network_server) {
|
|
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
|
|
}
|
|
#endif /* ENABLE_NETWORK */
|
|
MakeNewGame(true, true);
|
|
break;
|
|
|
|
case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
|
|
SetLocalCompany(OWNER_NONE);
|
|
|
|
GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
|
|
MarkWholeScreenDirty();
|
|
break;
|
|
|
|
case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
|
|
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
|
|
SetLocalCompany(OWNER_NONE);
|
|
_settings_newgame.game_creation.starting_year = _cur_year;
|
|
/* Cancel the saveload pausing */
|
|
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
|
|
} else {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_MENU: // Switch to game intro menu
|
|
LoadIntroGame();
|
|
if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
|
|
ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
|
|
BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
|
|
}
|
|
break;
|
|
|
|
case SM_SAVE: // Save game
|
|
/* Make network saved games on pause compatible to singleplayer */
|
|
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
} else {
|
|
DeleteWindowById(WC_SAVELOAD, 0);
|
|
}
|
|
break;
|
|
|
|
case SM_GENRANDLAND: // Generate random land within scenario editor
|
|
SetLocalCompany(OWNER_NONE);
|
|
GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
|
|
/* XXX: set date */
|
|
MarkWholeScreenDirty();
|
|
break;
|
|
|
|
default: NOT_REACHED();
|
|
}
|
|
|
|
if (_switch_mode_errorstr != INVALID_STRING_ID) {
|
|
ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Check the validity of some of the caches.
|
|
* Especially in the sense of desyncs between
|
|
* the cached value and what the value would
|
|
* be when calculated from the 'base' data.
|
|
*/
|
|
static void CheckCaches()
|
|
{
|
|
/* Return here so it is easy to add checks that are run
|
|
* always to aid testing of caches. */
|
|
if (_debug_desync_level <= 1) return;
|
|
|
|
/* Strict checking of the road stop cache entries */
|
|
const RoadStop *rs;
|
|
FOR_ALL_ROADSTOPS(rs) {
|
|
if (IsStandardRoadStopTile(rs->xy)) continue;
|
|
|
|
assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
|
|
rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
|
|
rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
|
|
}
|
|
|
|
Vehicle *v;
|
|
FOR_ALL_VEHICLES(v) {
|
|
if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
|
|
|
|
uint length = 0;
|
|
for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
|
|
|
|
VehicleCache *veh_cache = CallocT<VehicleCache>(length);
|
|
AccelerationCache *acc_cache = CallocT<AccelerationCache>(length);
|
|
TrainCache *tra_cache = CallocT<TrainCache>(length);
|
|
RoadVehicleCache *roa_cache = CallocT<RoadVehicleCache>(length);
|
|
AircraftCache *air_cache = CallocT<AircraftCache>(length);
|
|
|
|
length = 0;
|
|
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
veh_cache[length] = u->vcache;
|
|
switch (u->type) {
|
|
case VEH_TRAIN:
|
|
acc_cache[length] = Train::From(u)->acc_cache;
|
|
tra_cache[length] = Train::From(u)->tcache;
|
|
break;
|
|
case VEH_ROAD:
|
|
acc_cache[length] = RoadVehicle::From(u)->acc_cache;
|
|
roa_cache[length] = RoadVehicle::From(u)->rcache;
|
|
break;
|
|
case VEH_AIRCRAFT:
|
|
air_cache[length] = Aircraft::From(u)->acache;
|
|
default:
|
|
break;
|
|
}
|
|
length++;
|
|
}
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: Train::From(v)->ConsistChanged(true); break;
|
|
case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
|
|
case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
|
|
default: break;
|
|
}
|
|
|
|
length = 0;
|
|
for (const Vehicle *u = v; u != NULL; u = u->Next()) {
|
|
if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
|
|
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);
|
|
}
|
|
switch (u->type) {
|
|
case VEH_TRAIN:
|
|
if (memcmp(&acc_cache[length], &Train::From(u)->acc_cache, sizeof(AccelerationCache)) != 0) {
|
|
DEBUG(desync, 2, "train acceleration cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
|
|
DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
break;
|
|
case VEH_ROAD:
|
|
if (memcmp(&acc_cache[length], &RoadVehicle::From(u)->acc_cache, sizeof(AccelerationCache)) != 0) {
|
|
DEBUG(desync, 2, "road vehicle acceleration cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
if (memcmp(&tra_cache[length], &RoadVehicle::From(u)->rcache, sizeof(RoadVehicleCache)) != 0) {
|
|
DEBUG(desync, 2, "road vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
break;
|
|
case VEH_AIRCRAFT:
|
|
if (memcmp(&air_cache[length], &Aircraft::From(u)->acache, sizeof(AircraftCache)) != 0) {
|
|
DEBUG(desync, 2, "aircraft cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
length++;
|
|
}
|
|
|
|
free(veh_cache);
|
|
free(acc_cache);
|
|
free(tra_cache);
|
|
free(roa_cache);
|
|
free(air_cache);
|
|
}
|
|
|
|
/* Check whether the caches are still valid */
|
|
FOR_ALL_VEHICLES(v) {
|
|
byte buff[sizeof(VehicleCargoList)];
|
|
memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
|
|
v->cargo.InvalidateCache();
|
|
assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
|
|
}
|
|
|
|
Station *st;
|
|
FOR_ALL_STATIONS(st) {
|
|
for (CargoID c = 0; c < NUM_CARGO; c++) {
|
|
byte buff[sizeof(StationCargoList)];
|
|
memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
|
|
st->goods[c].cargo.InvalidateCache();
|
|
assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* State controlling game loop.
|
|
* The state must not be changed from anywhere but here.
|
|
* That check is enforced in DoCommand.
|
|
*/
|
|
void StateGameLoop()
|
|
{
|
|
/* dont execute the state loop during pause */
|
|
if (_pause_mode != PM_UNPAUSED) {
|
|
CallWindowTickEvent();
|
|
return;
|
|
}
|
|
if (IsGeneratingWorld()) return;
|
|
|
|
ClearStorageChanges(false);
|
|
|
|
if (_game_mode == GM_EDITOR) {
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
ClearStorageChanges(true);
|
|
|
|
CallWindowTickEvent();
|
|
NewsLoop();
|
|
} else {
|
|
if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
|
|
/* Save the desync savegame if needed. */
|
|
char name[MAX_PATH];
|
|
snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
|
|
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
|
|
}
|
|
|
|
CheckCaches();
|
|
|
|
/* All these actions has to be done from OWNER_NONE
|
|
* for multiplayer compatibility */
|
|
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
|
|
|
|
AnimateAnimatedTiles();
|
|
IncreaseDate();
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
ClearStorageChanges(true);
|
|
|
|
AI::GameLoop();
|
|
|
|
CallWindowTickEvent();
|
|
NewsLoop();
|
|
cur_company.Restore();
|
|
}
|
|
|
|
assert(IsLocalCompany());
|
|
}
|
|
|
|
/**
|
|
* Create an autosave. The default name is "autosave#.sav". However with
|
|
* the setting 'keep_all_autosave' the name defaults to company-name + date
|
|
*/
|
|
static void DoAutosave()
|
|
{
|
|
char buf[MAX_PATH];
|
|
|
|
#if defined(PSP)
|
|
/* Autosaving in networking is too time expensive for the PSP */
|
|
if (_networking) return;
|
|
#endif /* PSP */
|
|
|
|
if (_settings_client.gui.keep_all_autosave) {
|
|
GenerateDefaultSaveName(buf, lastof(buf));
|
|
strecat(buf, ".sav", lastof(buf));
|
|
} else {
|
|
static int _autosave_ctr = 0;
|
|
|
|
/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
|
|
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
|
|
|
|
if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
|
|
}
|
|
|
|
DEBUG(sl, 2, "Autosaving to '%s'", buf);
|
|
if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
|
|
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
|
|
}
|
|
}
|
|
|
|
void GameLoop()
|
|
{
|
|
ProcessAsyncSaveFinish();
|
|
|
|
/* autosave game? */
|
|
if (_do_autosave) {
|
|
_do_autosave = false;
|
|
DoAutosave();
|
|
SetWindowDirty(WC_STATUS_BAR, 0);
|
|
}
|
|
|
|
/* switch game mode? */
|
|
if (_switch_mode != SM_NONE) {
|
|
SwitchToMode(_switch_mode);
|
|
_switch_mode = SM_NONE;
|
|
}
|
|
|
|
IncreaseSpriteLRU();
|
|
InteractiveRandom();
|
|
|
|
extern int _caret_timer;
|
|
_caret_timer += 3;
|
|
CursorTick();
|
|
|
|
#ifdef ENABLE_NETWORK
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkUDPGameLoop();
|
|
|
|
if (_networking && !IsGeneratingWorld()) {
|
|
/* Multiplayer */
|
|
NetworkGameLoop();
|
|
} else {
|
|
if (_network_reconnect > 0 && --_network_reconnect == 0) {
|
|
/* This means that we want to reconnect to the last host
|
|
* We do this here, because it means that the network is really closed */
|
|
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
|
|
}
|
|
/* Singleplayer */
|
|
StateGameLoop();
|
|
}
|
|
#else
|
|
StateGameLoop();
|
|
#endif /* ENABLE_NETWORK */
|
|
|
|
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
|
|
|
|
if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
|
|
|
|
InputLoop();
|
|
|
|
_sound_driver->MainLoop();
|
|
MusicLoop();
|
|
}
|