mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
1478 lines
45 KiB
C++
1478 lines
45 KiB
C++
/*
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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 "error.h"
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#include "gui.h"
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#include "base_media_base.h"
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#include "saveload/saveload.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 "ship.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 "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 "progress.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 "animated_tile_func.h"
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#include "roadstop_base.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 "station_base.h"
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#include "crashlog.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 "road_gui.h"
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#include "core/backup_type.hpp"
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#include "hotkeys.h"
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#include "newgrf.h"
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#include "misc/getoptdata.h"
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#include "game/game.hpp"
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#include "game/game_config.hpp"
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#include "town.h"
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#include "subsidy_func.h"
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#include "gfx_layout.h"
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#include "viewport_func.h"
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#include "viewport_sprite_sorter.h"
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#include "framerate_type.h"
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#include "linkgraph/linkgraphschedule.h"
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#include <stdarg.h>
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#include <system_error>
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#include "safeguards.h"
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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 CallWindowGameTickEvent();
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bool HandleBootstrap();
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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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vseprintf(buf, lastof(buf), s, va);
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va_end(va);
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ShowOSErrorBox(buf, false);
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if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->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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vseprintf(buf, lastof(buf), s, va);
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va_end(va);
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if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
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ShowOSErrorBox(buf, true);
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}
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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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vseprintf(buf, lastof(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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" -n [ip:port#company]= Join network game\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(_WIN32)
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" -f = Fork into the background (dedicated only)\n"
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#endif
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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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" -q savegame = Write some information about the savegame and 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 = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
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/* List the blitters */
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p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
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/* List the debug facilities. */
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p = DumpDebugFacilityNames(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), true);
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AI::Uninitialize(true);
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/* We need to initialize the GameScript, so it finds the GSs */
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Game::Initialize();
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p = Game::GetConsoleList(p, lastof(buf), true);
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Game::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)
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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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static void WriteSavegameInfo(const char *name)
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{
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extern SaveLoadVersion _sl_version;
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uint32 last_ottd_rev = 0;
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byte ever_modified = 0;
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bool removed_newgrfs = false;
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GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
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char buf[8192];
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char *p = buf;
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p += seprintf(p, lastof(buf), "Name: %s\n", name);
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p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
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p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
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p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
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if (removed_newgrfs) {
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p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
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}
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p = strecpy(p, "NewGRFs:\n", lastof(buf));
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if (_load_check_data.HasNewGrfs()) {
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for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
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char md5sum[33];
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md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
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p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
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}
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}
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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)
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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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/**
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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 == nullptr) {
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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, nullptr, 0), 64UL);
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res->height = max(strtoul(t + 1, nullptr, 0), 64UL);
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}
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/**
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* Uninitializes 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 scripts */
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AI::Uninitialize(false);
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Game::Uninitialize(false);
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/* Uninitialize variables that are allocated dynamically */
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GamelogReset();
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free(_config_file);
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LinkGraphSchedule::Clear();
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PoolBase::Clean(PT_ALL);
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/* No NewGRFs were loaded when it was still bootstrapping. */
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if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
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/* Close all and any open filehandles */
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FioCloseAll();
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UninitFreeType();
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}
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/**
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* Load the introduction game.
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* @param load_newgrfs Whether to load the NewGRFs or not.
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*/
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static void LoadIntroGame(bool load_newgrfs = true)
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{
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_game_mode = GM_MENU;
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if (load_newgrfs) 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", SLO_LOAD, DFT_GAME_FILE, BASESET_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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FixTitleGameZoom();
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_pause_mode = PM_UNPAUSED;
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_cursor.fix_at = false;
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CheckForMissingGlyphs();
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MusicLoop(); // ensure music is correct
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}
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void MakeNewgameSettingsLive()
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{
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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if (_settings_game.ai_config[c] != nullptr) {
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delete _settings_game.ai_config[c];
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}
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}
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if (_settings_game.game_config != nullptr) {
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delete _settings_game.game_config;
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}
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/* Copy newgame settings to active settings.
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* Also initialise old settings needed for savegame conversion. */
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_settings_game = _settings_newgame;
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_old_vds = _settings_client.company.vehicle;
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for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
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_settings_game.ai_config[c] = nullptr;
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if (_settings_newgame.ai_config[c] != nullptr) {
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_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
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if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) {
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AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
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}
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}
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}
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_settings_game.game_config = nullptr;
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if (_settings_newgame.game_config != nullptr) {
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_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
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}
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}
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void OpenBrowser(const char *url)
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{
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/* Make sure we only accept urls that are sure to open a browser. */
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if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
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extern void OSOpenBrowser(const char *url);
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OSOpenBrowser(url);
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}
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/** Callback structure of statements to be executed after the NewGRF scan. */
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struct AfterNewGRFScan : NewGRFScanCallback {
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Year startyear; ///< The start year.
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uint32 generation_seed; ///< Seed for the new game.
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char *dedicated_host; ///< Hostname for the dedicated server.
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uint16 dedicated_port; ///< Port for the dedicated server.
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char *network_conn; ///< Information about the server to connect to, or nullptr.
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const char *join_server_password; ///< The password to join the server with.
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const char *join_company_password; ///< The password to join the company with.
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bool *save_config_ptr; ///< The pointer to the save config setting.
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bool save_config; ///< The save config setting.
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/**
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* Create a new callback.
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* @param save_config_ptr Pointer to the save_config local variable which
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* decides whether to save of exit or not.
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*/
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AfterNewGRFScan(bool *save_config_ptr) :
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startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
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dedicated_host(nullptr), dedicated_port(0), network_conn(nullptr),
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join_server_password(nullptr), join_company_password(nullptr),
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save_config_ptr(save_config_ptr), save_config(true)
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{
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/* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
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* if it's placed outside a member function, directly in the struct body. */
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assert_compile(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
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}
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virtual void OnNewGRFsScanned()
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{
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ResetGRFConfig(false);
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TarScanner::DoScan(TarScanner::SCENARIO);
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AI::Initialize();
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Game::Initialize();
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/* We want the new (correct) NewGRF count to survive the loading. */
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uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
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LoadFromConfig();
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_settings_client.gui.last_newgrf_count = last_newgrf_count;
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/* Since the default for the palette might have changed due to
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* reading the configuration file, recalculate that now. */
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UpdateNewGRFConfigPalette();
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Game::Uninitialize(true);
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AI::Uninitialize(true);
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LoadFromHighScore();
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LoadHotkeysFromConfig();
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WindowDesc::LoadFromConfig();
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/* We have loaded the config, so we may possibly save it. */
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*save_config_ptr = save_config;
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/* restore saved music volume */
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MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
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if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
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if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
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if (dedicated_host != nullptr) {
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_network_bind_list.clear();
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_network_bind_list.emplace_back(dedicated_host);
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}
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if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
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/* initialize the ingame console */
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IConsoleInit();
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InitializeGUI();
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IConsoleCmdExec("exec scripts/autoexec.scr 0");
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/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
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if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
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if (_network_available && network_conn != nullptr) {
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const char *port = nullptr;
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const char *company = nullptr;
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uint16 rport = NETWORK_DEFAULT_PORT;
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CompanyID join_as = COMPANY_NEW_COMPANY;
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ParseConnectionString(&company, &port, network_conn);
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if (company != nullptr) {
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join_as = (CompanyID)atoi(company);
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if (join_as != COMPANY_SPECTATOR) {
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join_as--;
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if (join_as >= MAX_COMPANIES) {
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delete this;
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return;
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}
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}
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}
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if (port != nullptr) rport = atoi(port);
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
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}
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/* After the scan we're not used anymore. */
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delete this;
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}
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};
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#if defined(UNIX)
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extern void DedicatedFork();
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#endif
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/** Options of OpenTTD. */
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static const OptionData _options[] = {
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GETOPT_SHORT_VALUE('I'),
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GETOPT_SHORT_VALUE('S'),
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GETOPT_SHORT_VALUE('M'),
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GETOPT_SHORT_VALUE('m'),
|
|
GETOPT_SHORT_VALUE('s'),
|
|
GETOPT_SHORT_VALUE('v'),
|
|
GETOPT_SHORT_VALUE('b'),
|
|
GETOPT_SHORT_OPTVAL('D'),
|
|
GETOPT_SHORT_OPTVAL('n'),
|
|
GETOPT_SHORT_VALUE('l'),
|
|
GETOPT_SHORT_VALUE('p'),
|
|
GETOPT_SHORT_VALUE('P'),
|
|
#if !defined(_WIN32)
|
|
GETOPT_SHORT_NOVAL('f'),
|
|
#endif
|
|
GETOPT_SHORT_VALUE('r'),
|
|
GETOPT_SHORT_VALUE('t'),
|
|
GETOPT_SHORT_OPTVAL('d'),
|
|
GETOPT_SHORT_NOVAL('e'),
|
|
GETOPT_SHORT_OPTVAL('g'),
|
|
GETOPT_SHORT_VALUE('G'),
|
|
GETOPT_SHORT_VALUE('c'),
|
|
GETOPT_SHORT_NOVAL('x'),
|
|
GETOPT_SHORT_VALUE('q'),
|
|
GETOPT_SHORT_NOVAL('h'),
|
|
GETOPT_END()
|
|
};
|
|
|
|
/**
|
|
* Main entry point for this lovely game.
|
|
* @param argc The number of arguments passed to this game.
|
|
* @param argv The values of the arguments.
|
|
* @return 0 when there is no error.
|
|
*/
|
|
int openttd_main(int argc, char *argv[])
|
|
{
|
|
char *musicdriver = nullptr;
|
|
char *sounddriver = nullptr;
|
|
char *videodriver = nullptr;
|
|
char *blitter = nullptr;
|
|
char *graphics_set = nullptr;
|
|
char *sounds_set = nullptr;
|
|
char *music_set = nullptr;
|
|
Dimension resolution = {0, 0};
|
|
/* AfterNewGRFScan sets save_config to true after scanning completed. */
|
|
bool save_config = false;
|
|
AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
|
|
bool dedicated = false;
|
|
char *debuglog_conn = nullptr;
|
|
|
|
extern bool _dedicated_forks;
|
|
_dedicated_forks = false;
|
|
|
|
std::unique_lock<std::mutex> modal_work_lock(_modal_progress_work_mutex, std::defer_lock);
|
|
std::unique_lock<std::mutex> modal_paint_lock(_modal_progress_paint_mutex, std::defer_lock);
|
|
|
|
_game_mode = GM_MENU;
|
|
_switch_mode = SM_MENU;
|
|
_config_file = nullptr;
|
|
|
|
GetOptData mgo(argc - 1, argv + 1, _options);
|
|
int ret = 0;
|
|
|
|
int i;
|
|
while ((i = mgo.GetOpt()) != -1) {
|
|
switch (i) {
|
|
case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break;
|
|
case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break;
|
|
case 'M': free(music_set); music_set = stredup(mgo.opt); break;
|
|
case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break;
|
|
case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
|
|
case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
|
|
case 'b': free(blitter); blitter = stredup(mgo.opt); break;
|
|
case 'D':
|
|
free(musicdriver);
|
|
free(sounddriver);
|
|
free(videodriver);
|
|
free(blitter);
|
|
musicdriver = stredup("null");
|
|
sounddriver = stredup("null");
|
|
videodriver = stredup("dedicated");
|
|
blitter = stredup("null");
|
|
dedicated = true;
|
|
SetDebugString("net=6");
|
|
if (mgo.opt != nullptr) {
|
|
/* Use the existing method for parsing (openttd -n).
|
|
* However, we do ignore the #company part. */
|
|
const char *temp = nullptr;
|
|
const char *port = nullptr;
|
|
ParseConnectionString(&temp, &port, mgo.opt);
|
|
if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
|
|
if (port != nullptr) scanner->dedicated_port = atoi(port);
|
|
}
|
|
break;
|
|
case 'f': _dedicated_forks = true; break;
|
|
case 'n':
|
|
scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
|
|
break;
|
|
case 'l':
|
|
debuglog_conn = mgo.opt;
|
|
break;
|
|
case 'p':
|
|
scanner->join_server_password = mgo.opt;
|
|
break;
|
|
case 'P':
|
|
scanner->join_company_password = mgo.opt;
|
|
break;
|
|
case 'r': ParseResolution(&resolution, mgo.opt); break;
|
|
case 't': scanner->startyear = atoi(mgo.opt); break;
|
|
case 'd': {
|
|
#if defined(_WIN32)
|
|
CreateConsole();
|
|
#endif
|
|
if (mgo.opt != nullptr) SetDebugString(mgo.opt);
|
|
break;
|
|
}
|
|
case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
|
|
case 'g':
|
|
if (mgo.opt != nullptr) {
|
|
_file_to_saveload.SetName(mgo.opt);
|
|
bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
|
|
_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
|
|
_file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
|
|
|
|
/* 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 != nullptr) {
|
|
FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, nullptr, nullptr);
|
|
if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
_switch_mode = SM_NEWGAME;
|
|
/* Give a random map if no seed has been given */
|
|
if (scanner->generation_seed == GENERATE_NEW_SEED) {
|
|
scanner->generation_seed = InteractiveRandom();
|
|
}
|
|
break;
|
|
case 'q': {
|
|
DeterminePaths(argv[0]);
|
|
if (StrEmpty(mgo.opt)) {
|
|
ret = 1;
|
|
goto exit_noshutdown;
|
|
}
|
|
|
|
char title[80];
|
|
title[0] = '\0';
|
|
FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
|
|
|
|
_load_check_data.Clear();
|
|
SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
|
|
if (res != SL_OK || _load_check_data.HasErrors()) {
|
|
fprintf(stderr, "Failed to open savegame\n");
|
|
if (_load_check_data.HasErrors()) {
|
|
char buf[256];
|
|
SetDParamStr(0, _load_check_data.error_data);
|
|
GetString(buf, _load_check_data.error, lastof(buf));
|
|
fprintf(stderr, "%s\n", buf);
|
|
}
|
|
goto exit_noshutdown;
|
|
}
|
|
|
|
WriteSavegameInfo(title);
|
|
|
|
goto exit_noshutdown;
|
|
}
|
|
case 'G': scanner->generation_seed = strtoul(mgo.opt, nullptr, 10); break;
|
|
case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
|
|
case 'x': scanner->save_config = false; break;
|
|
case 'h':
|
|
i = -2; // Force printing of help.
|
|
break;
|
|
}
|
|
if (i == -2) break;
|
|
}
|
|
|
|
if (i == -2 || mgo.numleft > 0) {
|
|
/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
|
|
* In all cases, print the help, and exit.
|
|
*
|
|
* The next two functions are needed to list the graphics sets. We can't do them earlier
|
|
* because then we cannot show it on the debug console as that hasn't been configured yet. */
|
|
DeterminePaths(argv[0]);
|
|
TarScanner::DoScan(TarScanner::BASESET);
|
|
BaseGraphics::FindSets();
|
|
BaseSounds::FindSets();
|
|
BaseMusic::FindSets();
|
|
ShowHelp();
|
|
|
|
goto exit_noshutdown;
|
|
}
|
|
|
|
DeterminePaths(argv[0]);
|
|
TarScanner::DoScan(TarScanner::BASESET);
|
|
|
|
if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
|
|
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
|
|
|
|
#if defined(UNIX)
|
|
/* We must fork here, or we'll end up without some resources we need (like sockets) */
|
|
if (_dedicated_forks) DedicatedFork();
|
|
#endif
|
|
|
|
LoadFromConfig(true);
|
|
|
|
if (resolution.width != 0) _cur_resolution = resolution;
|
|
|
|
/*
|
|
* The width and height must be at least 1 pixel and width times
|
|
* height times bytes per pixel must still fit within a 32 bits
|
|
* integer, even for 32 bpp video modes. This way all internal
|
|
* drawing routines work correctly.
|
|
*/
|
|
_cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2);
|
|
_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
|
|
|
|
/* Assume the cursor starts within the game as not all video drivers
|
|
* get an event that the cursor is within the window when it is opened.
|
|
* Saying the cursor is there makes no visible difference as it would
|
|
* just be out of the bounds of the window. */
|
|
_cursor.in_window = true;
|
|
|
|
/* enumerate language files */
|
|
InitializeLanguagePacks();
|
|
|
|
/* Initialize the regular font for FreeType */
|
|
InitFreeType(false);
|
|
|
|
/* This must be done early, since functions use the SetWindowDirty* calls */
|
|
InitWindowSystem();
|
|
|
|
BaseGraphics::FindSets();
|
|
if (graphics_set == nullptr && BaseGraphics::ini_set != nullptr) graphics_set = stredup(BaseGraphics::ini_set);
|
|
if (!BaseGraphics::SetSet(graphics_set)) {
|
|
if (!StrEmpty(graphics_set)) {
|
|
BaseGraphics::SetSet(nullptr);
|
|
|
|
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
|
|
msg.SetDParamStr(0, graphics_set);
|
|
ScheduleErrorMessage(msg);
|
|
}
|
|
}
|
|
free(graphics_set);
|
|
|
|
/* Initialize game palette */
|
|
GfxInitPalettes();
|
|
|
|
DEBUG(misc, 1, "Loading blitter...");
|
|
if (blitter == nullptr && _ini_blitter != nullptr) blitter = stredup(_ini_blitter);
|
|
_blitter_autodetected = StrEmpty(blitter);
|
|
/* Activate the initial blitter.
|
|
* This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
|
|
* - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
|
|
* - Use 32bpp blitter if baseset or 8bpp-support settings says so.
|
|
* - Use 8bpp blitter otherwise.
|
|
*/
|
|
if (!_blitter_autodetected ||
|
|
(_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
|
|
BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
|
|
if (BlitterFactory::SelectBlitter(blitter) == nullptr) {
|
|
StrEmpty(blitter) ?
|
|
usererror("Failed to autoprobe blitter") :
|
|
usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
|
|
}
|
|
}
|
|
free(blitter);
|
|
|
|
if (videodriver == nullptr && _ini_videodriver != nullptr) videodriver = stredup(_ini_videodriver);
|
|
DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
|
|
free(videodriver);
|
|
|
|
InitializeSpriteSorter();
|
|
|
|
/* Initialize the zoom level of the screen to normal */
|
|
_screen.zoom = ZOOM_LVL_NORMAL;
|
|
|
|
NetworkStartUp(); // initialize network-core
|
|
|
|
if (debuglog_conn != nullptr && _network_available) {
|
|
const char *not_used = nullptr;
|
|
const char *port = nullptr;
|
|
uint16 rport;
|
|
|
|
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
|
|
|
|
ParseConnectionString(¬_used, &port, debuglog_conn);
|
|
if (port != nullptr) rport = atoi(port);
|
|
|
|
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
|
|
}
|
|
|
|
if (!HandleBootstrap()) {
|
|
ShutdownGame();
|
|
|
|
goto exit_bootstrap;
|
|
}
|
|
|
|
VideoDriver::GetInstance()->ClaimMousePointer();
|
|
|
|
/* initialize screenshot formats */
|
|
InitializeScreenshotFormats();
|
|
|
|
BaseSounds::FindSets();
|
|
if (sounds_set == nullptr && BaseSounds::ini_set != nullptr) sounds_set = stredup(BaseSounds::ini_set);
|
|
if (!BaseSounds::SetSet(sounds_set)) {
|
|
if (StrEmpty(sounds_set) || !BaseSounds::SetSet(nullptr)) {
|
|
usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
|
|
} else {
|
|
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
|
|
msg.SetDParamStr(0, sounds_set);
|
|
ScheduleErrorMessage(msg);
|
|
}
|
|
}
|
|
free(sounds_set);
|
|
|
|
BaseMusic::FindSets();
|
|
if (music_set == nullptr && BaseMusic::ini_set != nullptr) music_set = stredup(BaseMusic::ini_set);
|
|
if (!BaseMusic::SetSet(music_set)) {
|
|
if (StrEmpty(music_set) || !BaseMusic::SetSet(nullptr)) {
|
|
usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
|
|
} else {
|
|
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
|
|
msg.SetDParamStr(0, music_set);
|
|
ScheduleErrorMessage(msg);
|
|
}
|
|
}
|
|
free(music_set);
|
|
|
|
if (sounddriver == nullptr && _ini_sounddriver != nullptr) sounddriver = stredup(_ini_sounddriver);
|
|
DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
|
|
free(sounddriver);
|
|
|
|
if (musicdriver == nullptr && _ini_musicdriver != nullptr) musicdriver = stredup(_ini_musicdriver);
|
|
DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
|
|
free(musicdriver);
|
|
|
|
/* Take our initial lock on whatever we might want to do! */
|
|
try {
|
|
modal_work_lock.lock();
|
|
modal_paint_lock.lock();
|
|
} catch (const std::system_error&) {
|
|
/* If there is some error we assume that threads aren't usable on the system we run. */
|
|
extern bool _use_threaded_modal_progress; // From progress.cpp
|
|
_use_threaded_modal_progress = false;
|
|
}
|
|
|
|
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
|
|
WaitTillGeneratedWorld();
|
|
|
|
LoadIntroGame(false);
|
|
|
|
CheckForMissingGlyphs();
|
|
|
|
/* ScanNewGRFFiles now has control over the scanner. */
|
|
ScanNewGRFFiles(scanner);
|
|
scanner = nullptr;
|
|
|
|
VideoDriver::GetInstance()->MainLoop();
|
|
|
|
WaitTillSaved();
|
|
WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined.
|
|
|
|
/* only save config if we have to */
|
|
if (save_config) {
|
|
SaveToConfig();
|
|
SaveHotkeysToConfig();
|
|
WindowDesc::SaveToConfig();
|
|
SaveToHighScore();
|
|
}
|
|
|
|
/* Reset windowing system, stop drivers, free used memory, ... */
|
|
ShutdownGame();
|
|
goto exit_normal;
|
|
|
|
exit_noshutdown:
|
|
/* These three are normally freed before bootstrap. */
|
|
free(graphics_set);
|
|
free(videodriver);
|
|
free(blitter);
|
|
|
|
exit_bootstrap:
|
|
/* These are normally freed before exit, but after bootstrap. */
|
|
free(sounds_set);
|
|
free(music_set);
|
|
free(musicdriver);
|
|
free(sounddriver);
|
|
|
|
exit_normal:
|
|
free(BaseGraphics::ini_set);
|
|
free(BaseSounds::ini_set);
|
|
free(BaseMusic::ini_set);
|
|
|
|
free(_ini_musicdriver);
|
|
free(_ini_sounddriver);
|
|
free(_ini_videodriver);
|
|
free(_ini_blitter);
|
|
|
|
delete scanner;
|
|
|
|
extern FILE *_log_fd;
|
|
if (_log_fd != nullptr) {
|
|
fclose(_log_fd);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void HandleExitGameRequest()
|
|
{
|
|
if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // 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 (!VideoDriver::GetInstance()->HasGUI()) {
|
|
SetLocalCompany(COMPANY_SPECTATOR);
|
|
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
|
|
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;
|
|
|
|
/* Overwrite color from settings if needed
|
|
* COLOUR_END corresponds to Random colour */
|
|
if (_settings_client.gui.starting_colour != COLOUR_END) {
|
|
c->colour = _settings_client.gui.starting_colour;
|
|
ResetCompanyLivery(c);
|
|
_company_colours[c->index] = (Colours)c->colour;
|
|
}
|
|
|
|
IConsoleCmdExec("exec scripts/game_start.scr 0");
|
|
|
|
SetLocalCompany(COMPANY_FIRST);
|
|
|
|
InitializeRailGUI();
|
|
InitializeRoadGUI();
|
|
|
|
/* 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(_local_company, _settings_client.network.default_company_pass);
|
|
}
|
|
|
|
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
|
|
|
|
CheckEngines();
|
|
CheckIndustries();
|
|
MarkWholeScreenDirty();
|
|
}
|
|
|
|
static void MakeNewGame(bool from_heightmap, bool reset_settings)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
|
|
ResetGRFConfig(true);
|
|
|
|
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);
|
|
}
|
|
|
|
/**
|
|
* 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 fop mode of loading, always SLO_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
|
|
* @param lf Load filter to use, if nullptr: use filename + subdir.
|
|
*/
|
|
bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr)
|
|
{
|
|
assert(fop == SLO_LOAD);
|
|
assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
|
|
GameMode ogm = _game_mode;
|
|
|
|
_game_mode = newgm;
|
|
|
|
switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
|
|
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;
|
|
}
|
|
if (_network_server) {
|
|
/* We can't load the intro game as server, so disconnect first. */
|
|
NetworkDisconnect();
|
|
}
|
|
|
|
switch (ogm) {
|
|
default:
|
|
case GM_MENU: LoadIntroGame(); break;
|
|
case GM_EDITOR: MakeNewEditorWorld(); break;
|
|
}
|
|
return false;
|
|
|
|
default:
|
|
_game_mode = ogm;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SwitchToMode(SwitchMode new_mode)
|
|
{
|
|
/* If we are saving something, the network stays in his current state */
|
|
if (new_mode != SM_SAVE_GAME) {
|
|
/* If the network is active, make it not-active */
|
|
if (_networking) {
|
|
if (_network_server && (new_mode == SM_LOAD_GAME || 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Make sure all AI controllers are gone at quitting game */
|
|
if (new_mode != SM_SAVE_GAME) 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'
|
|
if (_network_server) {
|
|
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
|
|
}
|
|
MakeNewGame(false, new_mode == SM_NEWGAME);
|
|
break;
|
|
|
|
case SM_LOAD_GAME: { // Load game, Play Scenario
|
|
ResetGRFConfig(true);
|
|
ResetWindowSystem();
|
|
|
|
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
|
|
} else {
|
|
if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
|
|
/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
|
|
EngineOverrideManager::ResetToCurrentNewGRFConfig();
|
|
}
|
|
/* 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);
|
|
if (_network_server) {
|
|
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
|
|
if (_network_server) {
|
|
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
|
|
}
|
|
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 (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, 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 == nullptr && BaseSounds::GetUsedSet()->fallback) {
|
|
ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
|
|
BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name);
|
|
}
|
|
break;
|
|
|
|
case SM_SAVE_GAME: // Save game.
|
|
/* Make network saved games on pause compatible to singleplayer */
|
|
if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, 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_SAVE_HEIGHTMAP: // Save heightmap.
|
|
MakeHeightmapScreenshot(_file_to_saveload.name);
|
|
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();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* 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;
|
|
|
|
/* Check the town caches. */
|
|
std::vector<TownCache> old_town_caches;
|
|
for (const Town *t : Town::Iterate()) {
|
|
old_town_caches.push_back(t->cache);
|
|
}
|
|
|
|
extern void RebuildTownCaches();
|
|
RebuildTownCaches();
|
|
RebuildSubsidisedSourceAndDestinationCache();
|
|
|
|
uint i = 0;
|
|
for (Town *t : Town::Iterate()) {
|
|
if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
|
|
DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
/* Check company infrastructure cache. */
|
|
std::vector<CompanyInfrastructure> old_infrastructure;
|
|
for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
|
|
|
|
extern void AfterLoadCompanyStats();
|
|
AfterLoadCompanyStats();
|
|
|
|
i = 0;
|
|
for (const Company *c : Company::Iterate()) {
|
|
if (MemCmpT(old_infrastructure.data() + i, &c->infrastructure) != 0) {
|
|
DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
/* Strict checking of the road stop cache entries */
|
|
for (const RoadStop *rs : RoadStop::Iterate()) {
|
|
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);
|
|
}
|
|
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
extern void FillNewGRFVehicleCache(const Vehicle *v);
|
|
if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
|
|
|
|
uint length = 0;
|
|
for (const Vehicle *u = v; u != nullptr; u = u->Next()) length++;
|
|
|
|
NewGRFCache *grf_cache = CallocT<NewGRFCache>(length);
|
|
VehicleCache *veh_cache = CallocT<VehicleCache>(length);
|
|
GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
|
|
TrainCache *tra_cache = CallocT<TrainCache>(length);
|
|
|
|
length = 0;
|
|
for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
|
|
FillNewGRFVehicleCache(u);
|
|
grf_cache[length] = u->grf_cache;
|
|
veh_cache[length] = u->vcache;
|
|
switch (u->type) {
|
|
case VEH_TRAIN:
|
|
gro_cache[length] = Train::From(u)->gcache;
|
|
tra_cache[length] = Train::From(u)->tcache;
|
|
break;
|
|
case VEH_ROAD:
|
|
gro_cache[length] = RoadVehicle::From(u)->gcache;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
length++;
|
|
}
|
|
|
|
switch (v->type) {
|
|
case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
|
|
case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
|
|
case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
|
|
case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
|
|
default: break;
|
|
}
|
|
|
|
length = 0;
|
|
for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
|
|
FillNewGRFVehicleCache(u);
|
|
if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
|
|
DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
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(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
|
|
DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
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(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
|
|
DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
length++;
|
|
}
|
|
|
|
free(grf_cache);
|
|
free(veh_cache);
|
|
free(gro_cache);
|
|
free(tra_cache);
|
|
}
|
|
|
|
/* Check whether the caches are still valid */
|
|
for (Vehicle *v : Vehicle::Iterate()) {
|
|
byte buff[sizeof(VehicleCargoList)];
|
|
memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
|
|
v->cargo.InvalidateCache();
|
|
assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
|
|
}
|
|
|
|
for (Station *st : Station::Iterate()) {
|
|
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()
|
|
{
|
|
/* don't execute the state loop during pause */
|
|
if (_pause_mode != PM_UNPAUSED) {
|
|
PerformanceMeasurer::Paused(PFE_GAMELOOP);
|
|
PerformanceMeasurer::Paused(PFE_GL_ECONOMY);
|
|
PerformanceMeasurer::Paused(PFE_GL_TRAINS);
|
|
PerformanceMeasurer::Paused(PFE_GL_ROADVEHS);
|
|
PerformanceMeasurer::Paused(PFE_GL_SHIPS);
|
|
PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT);
|
|
PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE);
|
|
|
|
UpdateLandscapingLimits();
|
|
#ifndef DEBUG_DUMP_COMMANDS
|
|
Game::GameLoop();
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
PerformanceMeasurer framerate(PFE_GAMELOOP);
|
|
PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);
|
|
if (HasModalProgress()) return;
|
|
|
|
Layouter::ReduceLineCache();
|
|
|
|
if (_game_mode == GM_EDITOR) {
|
|
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
|
|
UpdateLandscapingLimits();
|
|
|
|
CallWindowGameTickEvent();
|
|
NewsLoop();
|
|
} else {
|
|
if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
|
|
/* Save the desync savegame if needed. */
|
|
char name[MAX_PATH];
|
|
seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
|
|
SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
|
|
}
|
|
|
|
CheckCaches();
|
|
|
|
/* All these actions has to be done from OWNER_NONE
|
|
* for multiplayer compatibility */
|
|
Backup<CompanyID> cur_company(_current_company, OWNER_NONE, FILE_LINE);
|
|
|
|
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
|
|
AnimateAnimatedTiles();
|
|
IncreaseDate();
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
|
|
|
|
#ifndef DEBUG_DUMP_COMMANDS
|
|
{
|
|
PerformanceMeasurer framerate(PFE_ALLSCRIPTS);
|
|
AI::GameLoop();
|
|
Game::GameLoop();
|
|
}
|
|
#endif
|
|
UpdateLandscapingLimits();
|
|
|
|
CallWindowGameTickEvent();
|
|
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 (_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 */
|
|
seprintf(buf, lastof(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, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
|
|
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
|
|
}
|
|
}
|
|
|
|
void GameLoop()
|
|
{
|
|
if (_game_mode == GM_BOOTSTRAP) {
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkBackgroundLoop();
|
|
InputLoop();
|
|
return;
|
|
}
|
|
|
|
ProcessAsyncSaveFinish();
|
|
|
|
/* autosave game? */
|
|
if (_do_autosave) {
|
|
DoAutosave();
|
|
_do_autosave = false;
|
|
SetWindowDirty(WC_STATUS_BAR, 0);
|
|
}
|
|
|
|
/* switch game mode? */
|
|
if (_switch_mode != SM_NONE && !HasModalProgress()) {
|
|
SwitchToMode(_switch_mode);
|
|
_switch_mode = SM_NONE;
|
|
}
|
|
|
|
IncreaseSpriteLRU();
|
|
InteractiveRandom();
|
|
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkBackgroundLoop();
|
|
|
|
if (_networking && !HasModalProgress()) {
|
|
/* 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();
|
|
}
|
|
|
|
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
|
|
|
|
InputLoop();
|
|
|
|
SoundDriver::GetInstance()->MainLoop();
|
|
MusicLoop();
|
|
}
|