mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-09 19:10:38 +00:00
1558 lines
49 KiB
C++
1558 lines
49 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 "mixer.h"
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#include "fontcache.h"
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#include "error.h"
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#include "error_func.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_cmd.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 "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 "industry.h"
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#include "network/network_gui.h"
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#include "network/network_survey.h"
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#include "misc_cmd.h"
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#include "timer/timer.h"
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#include "timer/timer_game_calendar.h"
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#include "timer/timer_game_realtime.h"
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#include "timer/timer_game_tick.h"
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#include "linkgraph/linkgraphschedule.h"
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#include <system_error>
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#include "safeguards.h"
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#ifdef __EMSCRIPTEN__
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# include <emscripten.h>
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# include <emscripten/html5.h>
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#endif
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void CallLandscapeTick();
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void DoPaletteAnimations();
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void MusicLoop();
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void CallWindowGameTickEvent();
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bool HandleBootstrap();
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extern void AfterLoadCompanyStats();
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extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
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extern void OSOpenBrowser(const std::string &url);
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extern void RebuildTownCaches();
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extern void ShowOSErrorBox(const char *buf, bool system);
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extern std::string _config_file;
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bool _save_config = false;
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bool _request_newgrf_scan = false;
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NewGRFScanCallback *_request_newgrf_scan_callback = nullptr;
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/**
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* Error handling for fatal user errors.
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* @param str the string to print.
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* @note Does NEVER return.
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*/
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void UserErrorI(const std::string &str)
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{
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ShowOSErrorBox(str.c_str(), false);
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if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
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#ifdef __EMSCRIPTEN__
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emscripten_exit_pointerlock();
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/* In effect, the game ends here. As emscripten_set_main_loop() caused
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* the stack to be unwound, the code after MainLoop() in
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* openttd_main() is never executed. */
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EM_ASM(if (window["openttd_abort"]) openttd_abort());
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#endif
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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 str the string to print.
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* @note Does NEVER return.
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*/
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void FatalErrorI(const std::string &str)
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{
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if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
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ShowOSErrorBox(str.c_str(), 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(str);
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abort();
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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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std::string str;
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str.reserve(8192);
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std::back_insert_iterator<std::string> output_iterator = std::back_inserter(str);
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fmt::format_to(output_iterator, "OpenTTD {}\n", _openttd_revision);
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str +=
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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)\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 host[: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 [host][:port] = Start dedicated server\n"
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" -l host[: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 = Never save configuration changes to disk\n"
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" -X = Don't use global folders to search for files\n"
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" -q savegame = Write some information about the savegame and exit\n"
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" -Q = Don't scan for/load NewGRF files on startup\n"
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" -QQ = Disable NewGRF scanning/loading entirely\n"
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"\n";
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/* List the graphics packs */
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BaseGraphics::GetSetsList(output_iterator);
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/* List the sounds packs */
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BaseSounds::GetSetsList(output_iterator);
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/* List the music packs */
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BaseMusic::GetSetsList(output_iterator);
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/* List the drivers */
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DriverFactoryBase::GetDriversInfo(output_iterator);
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/* List the blitters */
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BlitterFactory::GetBlittersInfo(output_iterator);
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/* List the debug facilities. */
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DumpDebugFacilityNames(output_iterator);
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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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AI::GetConsoleList(output_iterator, 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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Game::GetConsoleList(output_iterator, 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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fmt::print("{}\n", str);
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#else
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ShowInfoI(str);
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#endif
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}
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static void WriteSavegameInfo(const std::string &name)
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{
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extern SaveLoadVersion _sl_version;
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uint32_t last_ottd_rev = 0;
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byte ever_modified = 0;
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bool removed_newgrfs = false;
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_gamelog.Info(&last_ottd_rev, &ever_modified, &removed_newgrfs);
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std::string message;
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message.reserve(1024);
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fmt::format_to(std::back_inserter(message), "Name: {}\n", name);
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fmt::format_to(std::back_inserter(message), "Savegame ver: {}\n", _sl_version);
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fmt::format_to(std::back_inserter(message), "NewGRF ver: 0x{:08X}\n", last_ottd_rev);
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fmt::format_to(std::back_inserter(message), "Modified: {}\n", ever_modified);
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if (removed_newgrfs) {
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fmt::format_to(std::back_inserter(message), "NewGRFs have been removed\n");
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}
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message += "NewGRFs:\n";
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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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fmt::format_to(std::back_inserter(message), "{:08X} {} {}\n", c->ident.grfid,
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FormatArrayAsHex(HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.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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fmt::print("{}\n", message);
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#else
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ShowInfoI(message);
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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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ShowInfo("Invalid resolution '{}'", s);
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return;
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}
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res->width = std::max(std::strtoul(s, nullptr, 0), 64UL);
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res->height = std::max(std::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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_gamelog.Reset();
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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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UninitFontCache();
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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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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(std::nullopt);
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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 std::string &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 (StrStartsWith(url, "http://") || StrStartsWith(url, "https://")) {
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OSOpenBrowser(url);
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}
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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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TimerGameCalendar::Year startyear = CalendarTime::INVALID_YEAR; ///< The start year.
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uint32_t generation_seed = GENERATE_NEW_SEED; ///< Seed for the new game.
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std::string dedicated_host; ///< Hostname for the dedicated server.
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uint16_t dedicated_port = 0; ///< Port for the dedicated server.
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std::string connection_string; ///< Information about the server to connect to
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std::string join_server_password; ///< The password to join the server with.
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std::string join_company_password; ///< The password to join the company with.
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bool save_config = true; ///< The save config setting.
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/**
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* Create a new callback.
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*/
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AfterNewGRFScan()
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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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static_assert(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
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}
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void OnNewGRFsScanned() override
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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 = save_config;
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/* restore saved music and effects volumes */
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MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
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SetEffectVolume(_settings_client.music.effect_vol);
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if (startyear != CalendarTime::INVALID_YEAR) IConsoleSetSetting("game_creation.starting_year", startyear.base());
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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.empty()) {
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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 && !connection_string.empty()) {
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LoadIntroGame();
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_switch_mode = SM_NONE;
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NetworkClientConnectGame(connection_string, COMPANY_NEW_COMPANY, 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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void PostMainLoop()
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{
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WaitTillSaved();
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/* only save config if we have to */
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if (_save_config) {
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SaveToConfig();
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SaveHotkeysToConfig();
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WindowDesc::SaveToConfig();
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SaveToHighScore();
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}
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/* Reset windowing system, stop drivers, free used memory, ... */
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ShutdownGame();
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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'),
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GETOPT_SHORT_VALUE('s'),
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GETOPT_SHORT_VALUE('v'),
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GETOPT_SHORT_VALUE('b'),
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GETOPT_SHORT_OPTVAL('D'),
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GETOPT_SHORT_VALUE('n'),
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GETOPT_SHORT_VALUE('l'),
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GETOPT_SHORT_VALUE('p'),
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GETOPT_SHORT_VALUE('P'),
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#if !defined(_WIN32)
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GETOPT_SHORT_NOVAL('f'),
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#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_NOVAL('X'),
|
|
GETOPT_SHORT_VALUE('q'),
|
|
GETOPT_SHORT_NOVAL('h'),
|
|
GETOPT_SHORT_NOVAL('Q'),
|
|
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[])
|
|
{
|
|
std::string musicdriver;
|
|
std::string sounddriver;
|
|
std::string videodriver;
|
|
std::string blitter;
|
|
std::string graphics_set;
|
|
std::string sounds_set;
|
|
std::string music_set;
|
|
Dimension resolution = {0, 0};
|
|
std::unique_ptr<AfterNewGRFScan> scanner(new AfterNewGRFScan());
|
|
bool dedicated = false;
|
|
char *debuglog_conn = nullptr;
|
|
bool only_local_path = false;
|
|
|
|
extern bool _dedicated_forks;
|
|
_dedicated_forks = false;
|
|
|
|
_game_mode = GM_MENU;
|
|
_switch_mode = SM_MENU;
|
|
|
|
GetOptData mgo(argc - 1, argv + 1, _options);
|
|
int ret = 0;
|
|
|
|
int i;
|
|
while ((i = mgo.GetOpt()) != -1) {
|
|
switch (i) {
|
|
case 'I': graphics_set = mgo.opt; break;
|
|
case 'S': sounds_set = mgo.opt; break;
|
|
case 'M': music_set = mgo.opt; break;
|
|
case 'm': musicdriver = mgo.opt; break;
|
|
case 's': sounddriver = mgo.opt; break;
|
|
case 'v': videodriver = mgo.opt; break;
|
|
case 'b': blitter = mgo.opt; break;
|
|
case 'D':
|
|
musicdriver = "null";
|
|
sounddriver = "null";
|
|
videodriver = "dedicated";
|
|
blitter = "null";
|
|
dedicated = true;
|
|
SetDebugString("net=4", ShowInfoI);
|
|
if (mgo.opt != nullptr) {
|
|
scanner->dedicated_host = ParseFullConnectionString(mgo.opt, scanner->dedicated_port);
|
|
}
|
|
break;
|
|
case 'f': _dedicated_forks = true; break;
|
|
case 'n':
|
|
scanner->connection_string = mgo.opt; // host:port#company parameter
|
|
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, ShowInfoI);
|
|
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.name = 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 */
|
|
auto t = _file_to_saveload.name.find_last_of('.');
|
|
if (t != std::string::npos) {
|
|
auto [ft, _] = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, _file_to_saveload.name.substr(t));
|
|
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], only_local_path);
|
|
if (StrEmpty(mgo.opt)) {
|
|
ret = 1;
|
|
return ret;
|
|
}
|
|
|
|
auto [_, title] = FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'));
|
|
|
|
_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()) {
|
|
fmt::print(stderr, "Failed to open savegame\n");
|
|
if (_load_check_data.HasErrors()) {
|
|
InitializeLanguagePacks(); // A language pack is needed for GetString()
|
|
SetDParamStr(0, _load_check_data.error_msg);
|
|
fmt::print(stderr, "{}\n", GetString(_load_check_data.error));
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
WriteSavegameInfo(title);
|
|
return ret;
|
|
}
|
|
case 'Q': {
|
|
extern int _skip_all_newgrf_scanning;
|
|
_skip_all_newgrf_scanning += 1;
|
|
break;
|
|
}
|
|
case 'G': scanner->generation_seed = std::strtoul(mgo.opt, nullptr, 10); break;
|
|
case 'c': _config_file = mgo.opt; break;
|
|
case 'x': scanner->save_config = false; break;
|
|
case 'X': only_local_path = true; 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', they made an error, or they 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], only_local_path);
|
|
TarScanner::DoScan(TarScanner::BASESET);
|
|
BaseGraphics::FindSets();
|
|
BaseSounds::FindSets();
|
|
BaseMusic::FindSets();
|
|
ShowHelp();
|
|
return ret;
|
|
}
|
|
|
|
DeterminePaths(argv[0], only_local_path);
|
|
TarScanner::DoScan(TarScanner::BASESET);
|
|
|
|
if (dedicated) Debug(net, 3, "Starting dedicated server, version {}", _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;
|
|
|
|
/* Limit width times height times bytes per pixel to fit a 32 bit
|
|
* integer, This way all internal drawing routines work correctly.
|
|
* A resolution that has one component as 0 is treated as a marker to
|
|
* auto-detect a good window size. */
|
|
_cur_resolution.width = std::min(_cur_resolution.width, UINT16_MAX / 2u);
|
|
_cur_resolution.height = std::min(_cur_resolution.height, UINT16_MAX / 2u);
|
|
|
|
/* 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 font cache */
|
|
InitFontCache(false);
|
|
|
|
/* This must be done early, since functions use the SetWindowDirty* calls */
|
|
InitWindowSystem();
|
|
|
|
BaseGraphics::FindSets();
|
|
bool valid_graphics_set;
|
|
if (!graphics_set.empty()) {
|
|
valid_graphics_set = BaseGraphics::SetSetByName(graphics_set);
|
|
} else if (BaseGraphics::ini_data.shortname != 0) {
|
|
graphics_set = BaseGraphics::ini_data.name;
|
|
valid_graphics_set = BaseGraphics::SetSetByShortname(BaseGraphics::ini_data.shortname);
|
|
if (valid_graphics_set && !BaseGraphics::ini_data.extra_params.empty()) {
|
|
GRFConfig &extra_cfg = BaseGraphics::GetUsedSet()->GetOrCreateExtraConfig();
|
|
if (extra_cfg.IsCompatible(BaseGraphics::ini_data.extra_version)) {
|
|
extra_cfg.SetParams(BaseGraphics::ini_data.extra_params);
|
|
}
|
|
}
|
|
} else if (!BaseGraphics::ini_data.name.empty()) {
|
|
graphics_set = BaseGraphics::ini_data.name;
|
|
valid_graphics_set = BaseGraphics::SetSetByName(BaseGraphics::ini_data.name);
|
|
} else {
|
|
valid_graphics_set = true;
|
|
BaseGraphics::SetSet(nullptr); // ignore error, continue to bootstrap GUI
|
|
}
|
|
if (!valid_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);
|
|
}
|
|
|
|
/* Initialize game palette */
|
|
GfxInitPalettes();
|
|
|
|
Debug(misc, 1, "Loading blitter...");
|
|
if (blitter.empty() && !_ini_blitter.empty()) blitter = _ini_blitter;
|
|
_blitter_autodetected = blitter.empty();
|
|
/* 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) {
|
|
blitter.empty() ?
|
|
UserError("Failed to autoprobe blitter") :
|
|
UserError("Failed to select requested blitter '{}'; does it exist?", blitter);
|
|
}
|
|
}
|
|
|
|
if (videodriver.empty() && !_ini_videodriver.empty()) videodriver = _ini_videodriver;
|
|
DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
|
|
|
|
InitializeSpriteSorter();
|
|
|
|
/* Initialize the zoom level of the screen to normal */
|
|
_screen.zoom = ZOOM_LVL_NORMAL;
|
|
|
|
/* The video driver is now selected, now initialise GUI zoom */
|
|
AdjustGUIZoom(false);
|
|
|
|
NetworkStartUp(); // initialize network-core
|
|
|
|
if (debuglog_conn != nullptr && _network_available) {
|
|
NetworkStartDebugLog(debuglog_conn);
|
|
}
|
|
|
|
if (!HandleBootstrap()) {
|
|
ShutdownGame();
|
|
return ret;
|
|
}
|
|
|
|
VideoDriver::GetInstance()->ClaimMousePointer();
|
|
|
|
/* initialize screenshot formats */
|
|
InitializeScreenshotFormats();
|
|
|
|
BaseSounds::FindSets();
|
|
if (sounds_set.empty() && !BaseSounds::ini_set.empty()) sounds_set = BaseSounds::ini_set;
|
|
if (!BaseSounds::SetSetByName(sounds_set)) {
|
|
if (sounds_set.empty() || !BaseSounds::SetSet({})) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
BaseMusic::FindSets();
|
|
if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
|
|
if (!BaseMusic::SetSetByName(music_set)) {
|
|
if (music_set.empty() || !BaseMusic::SetSet({})) {
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (sounddriver.empty() && !_ini_sounddriver.empty()) sounddriver = _ini_sounddriver;
|
|
DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
|
|
|
|
if (musicdriver.empty() && !_ini_musicdriver.empty()) musicdriver = _ini_musicdriver;
|
|
DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
|
|
|
|
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
|
|
LoadIntroGame(false);
|
|
|
|
CheckForMissingGlyphs();
|
|
|
|
/* ScanNewGRFFiles now has control over the scanner. */
|
|
RequestNewGRFScan(scanner.release());
|
|
|
|
VideoDriver::GetInstance()->MainLoop();
|
|
|
|
PostMainLoop();
|
|
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();
|
|
_survey.Transmit(NetworkSurveyHandler::Reason::EXIT, true);
|
|
_exit_game = true;
|
|
} else {
|
|
AskExitGame();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Triggers everything required to set up a saved scenario for a new game.
|
|
*/
|
|
static void OnStartScenario()
|
|
{
|
|
/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
|
|
EngineOverrideManager::ResetToCurrentNewGRFConfig();
|
|
|
|
/* Make sure all industries were built "this year", to avoid too early closures. (#9918) */
|
|
for (Industry *i : Industry::Iterate()) {
|
|
i->last_prod_year = TimerGameCalendar::year;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Triggers everything that should be triggered when starting a game.
|
|
* @param dedicated_server Whether this is a dedicated server or not.
|
|
*/
|
|
static void OnStartGame(bool dedicated_server)
|
|
{
|
|
/* Update the local company for a loaded game. It is either the first available company
|
|
* or in the case of a dedicated server, a spectator */
|
|
SetLocalCompany(dedicated_server ? COMPANY_SPECTATOR : GetFirstPlayableCompanyID());
|
|
|
|
/* Update the static game info to set the values from the new game. */
|
|
NetworkServerUpdateGameInfo();
|
|
/* Execute the game-start script */
|
|
IConsoleCmdExec("exec scripts/game_start.scr 0");
|
|
}
|
|
|
|
static void MakeNewGameDone()
|
|
{
|
|
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
|
|
|
|
/* In a dedicated server, the server does not play */
|
|
if (!VideoDriver::GetInstance()->HasGUI()) {
|
|
OnStartGame(true);
|
|
if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
|
|
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;
|
|
}
|
|
|
|
if (_settings_client.gui.starting_colour_secondary != COLOUR_END && HasBit(_loaded_newgrf_features.used_liveries, LS_DEFAULT)) {
|
|
Command<CMD_SET_COMPANY_COLOUR>::Post(LS_DEFAULT, false, (Colours)_settings_client.gui.starting_colour_secondary);
|
|
}
|
|
|
|
OnStartGame(false);
|
|
|
|
InitializeRailGUI();
|
|
InitializeRoadGUI();
|
|
|
|
/* We are the server, we start a new company (not dedicated),
|
|
* so set the default password *if* needed. */
|
|
if (_network_server && !_settings_client.network.default_company_pass.empty()) {
|
|
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
|
|
}
|
|
|
|
if (_settings_client.gui.pause_on_newgame) Command<CMD_PAUSE>::Post(PM_PAUSED_NORMAL, true);
|
|
|
|
CheckEngines();
|
|
CheckIndustries();
|
|
MarkWholeScreenDirty();
|
|
|
|
if (_network_server && !_network_dedicated) ShowClientList();
|
|
}
|
|
|
|
static void MakeNewGame(bool from_heightmap, bool reset_settings)
|
|
{
|
|
_game_mode = GM_NORMAL;
|
|
if (!from_heightmap) {
|
|
/* "reload" command needs to know what mode we were in. */
|
|
_file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
|
|
}
|
|
|
|
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;
|
|
/* "reload" command needs to know what mode we were in. */
|
|
_file_to_saveload.SetMode(SLO_INVALID, FT_INVALID, DFT_INVALID);
|
|
|
|
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 std::string &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;
|
|
|
|
SaveOrLoadResult result = (lf == nullptr) ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf);
|
|
if (result == SL_OK) return true;
|
|
|
|
if (_network_dedicated && ogm == GM_MENU) {
|
|
/*
|
|
* If we are a dedicated server *and* we just were in the menu, then we
|
|
* are loading the first savegame. If that fails, not starting the
|
|
* server is a better reaction than starting the server with a newly
|
|
* generated map as it is quite likely to be started from a script.
|
|
*/
|
|
Debug(net, 0, "Loading requested map failed; closing server.");
|
|
_exit_game = true;
|
|
return false;
|
|
}
|
|
|
|
if (result != SL_REINIT) {
|
|
_game_mode = ogm;
|
|
return false;
|
|
}
|
|
|
|
if (_network_dedicated) {
|
|
/*
|
|
* If we are a dedicated server, have already loaded/started a game,
|
|
* and then loading the savegame fails in a manner that we need to
|
|
* reinitialize everything. We must not fall back into the menu mode
|
|
* with the intro game, as that is unjoinable by clients. So there is
|
|
* nothing else to do than start a new game, as it might have failed
|
|
* trying to reload the originally loaded savegame/scenario.
|
|
*/
|
|
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;
|
|
}
|
|
|
|
void SwitchToMode(SwitchMode new_mode)
|
|
{
|
|
/* If we are saving something, the network stays in its 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();
|
|
|
|
/* When we change mode, reset the autosave. */
|
|
if (new_mode != SM_SAVE_GAME) ChangeAutosaveFrequency(true);
|
|
|
|
/* Transmit the survey if we were in normal-mode and not saving. It always means we leaving the current game. */
|
|
if (_game_mode == GM_NORMAL && new_mode != SM_SAVE_GAME) _survey.Transmit(NetworkSurveyHandler::Reason::LEAVE);
|
|
|
|
/* Keep track when we last switch mode. Used for survey, to know how long someone was in a game. */
|
|
if (new_mode != SM_SAVE_GAME) _switch_mode_time = std::chrono::steady_clock::now();
|
|
|
|
switch (new_mode) {
|
|
case SM_EDITOR: // Switch to scenario editor
|
|
MakeNewEditorWorld();
|
|
GenerateSavegameId();
|
|
break;
|
|
|
|
case SM_RELOADGAME: // Reload with what-ever started the game
|
|
if (_file_to_saveload.abstract_ftype == FT_SAVEGAME || _file_to_saveload.abstract_ftype == FT_SCENARIO) {
|
|
/* Reload current savegame/scenario */
|
|
_switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
|
|
SwitchToMode(_switch_mode);
|
|
break;
|
|
} else if (_file_to_saveload.abstract_ftype == FT_HEIGHTMAP) {
|
|
/* Restart current heightmap */
|
|
_switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_RESTART_HEIGHTMAP;
|
|
SwitchToMode(_switch_mode);
|
|
break;
|
|
}
|
|
|
|
MakeNewGame(false, new_mode == SM_NEWGAME);
|
|
GenerateSavegameId();
|
|
break;
|
|
|
|
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
|
|
case SM_NEWGAME: // New Game --> 'Random game'
|
|
MakeNewGame(false, new_mode == SM_NEWGAME);
|
|
GenerateSavegameId();
|
|
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_CRITICAL);
|
|
} else {
|
|
if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
|
|
OnStartScenario();
|
|
}
|
|
OnStartGame(_network_dedicated);
|
|
/* Decrease pause counter (was increased from opening load dialog) */
|
|
Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
|
|
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
|
|
MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
|
|
GenerateSavegameId();
|
|
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);
|
|
GenerateSavegameId();
|
|
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);
|
|
GenerateSavegameId();
|
|
_settings_newgame.game_creation.starting_year = TimerGameCalendar::year;
|
|
/* Cancel the saveload pausing */
|
|
Command<CMD_PAUSE>::Post(PM_PAUSED_SAVELOAD, false);
|
|
} else {
|
|
SetDParamStr(0, GetSaveLoadErrorString());
|
|
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_CRITICAL);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case SM_JOIN_GAME: // Join a multiplayer game
|
|
LoadIntroGame();
|
|
NetworkClientJoinGame();
|
|
break;
|
|
|
|
case SM_MENU: // Switch to game intro menu
|
|
LoadIntroGame();
|
|
if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
|
|
ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
|
|
BaseSounds::ini_set = BaseSounds::GetUsedSet()->name;
|
|
}
|
|
if (_settings_client.network.participate_survey == PS_ASK) {
|
|
/* No matter how often you go back to the main menu, only ask the first time. */
|
|
static bool asked_once = false;
|
|
if (!asked_once) {
|
|
asked_once = true;
|
|
ShowNetworkAskSurvey();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SM_SAVE_GAME: // Save game.
|
|
/* Make network saved games on pause compatible to singleplayer mode */
|
|
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 {
|
|
CloseWindowById(WC_SAVELOAD, 0);
|
|
}
|
|
break;
|
|
|
|
case SM_SAVE_HEIGHTMAP: // Save heightmap.
|
|
MakeHeightmapScreenshot(_file_to_saveload.name.c_str());
|
|
CloseWindowById(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);
|
|
}
|
|
|
|
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 {}", t->index);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
/* Check company infrastructure cache. */
|
|
std::vector<CompanyInfrastructure> old_infrastructure;
|
|
for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
|
|
|
|
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 {}", c->index);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
/* Strict checking of the road stop cache entries */
|
|
for (const RoadStop *rs : RoadStop::Iterate()) {
|
|
if (IsBayRoadStopTile(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()) {
|
|
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 {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, v->owner, v->unitnumber, length);
|
|
}
|
|
if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
|
|
Debug(desync, 2, "vehicle cache mismatch: type {}, vehicle {}, company {}, unit number {}, wagon {}", v->type, v->index, 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 {}, company {}, unit number {}, wagon {}", v->index, v->owner, v->unitnumber, length);
|
|
}
|
|
if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
|
|
Debug(desync, 2, "train cache mismatch: vehicle {}, company {}, unit number {}, wagon {}", v->index, 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 {}, company {}, unit number {}, wagon {}", v->index, 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);
|
|
}
|
|
|
|
/* Backup stations_near */
|
|
std::vector<StationList> old_town_stations_near;
|
|
for (Town *t : Town::Iterate()) old_town_stations_near.push_back(t->stations_near);
|
|
|
|
std::vector<StationList> old_industry_stations_near;
|
|
for (Industry *ind : Industry::Iterate()) old_industry_stations_near.push_back(ind->stations_near);
|
|
|
|
for (Station *st : Station::Iterate()) {
|
|
for (GoodsEntry &ge : st->goods) {
|
|
byte buff[sizeof(StationCargoList)];
|
|
memcpy(buff, &ge.cargo, sizeof(StationCargoList));
|
|
ge.cargo.InvalidateCache();
|
|
assert(memcmp(&ge.cargo, buff, sizeof(StationCargoList)) == 0);
|
|
}
|
|
|
|
/* Check docking tiles */
|
|
TileArea ta;
|
|
std::map<TileIndex, bool> docking_tiles;
|
|
for (TileIndex tile : st->docking_station) {
|
|
ta.Add(tile);
|
|
docking_tiles[tile] = IsDockingTile(tile);
|
|
}
|
|
UpdateStationDockingTiles(st);
|
|
if (ta.tile != st->docking_station.tile || ta.w != st->docking_station.w || ta.h != st->docking_station.h) {
|
|
Debug(desync, 2, "station docking mismatch: station {}, company {}", st->index, st->owner);
|
|
}
|
|
for (TileIndex tile : ta) {
|
|
if (docking_tiles[tile] != IsDockingTile(tile)) {
|
|
Debug(desync, 2, "docking tile mismatch: tile {}", tile);
|
|
}
|
|
}
|
|
|
|
/* Check industries_near */
|
|
IndustryList industries_near = st->industries_near;
|
|
st->RecomputeCatchment();
|
|
if (st->industries_near != industries_near) {
|
|
Debug(desync, 2, "station industries near mismatch: station {}", st->index);
|
|
}
|
|
}
|
|
|
|
/* Check stations_near */
|
|
i = 0;
|
|
for (Town *t : Town::Iterate()) {
|
|
if (t->stations_near != old_town_stations_near[i]) {
|
|
Debug(desync, 2, "town stations near mismatch: town {}", t->index);
|
|
}
|
|
i++;
|
|
}
|
|
i = 0;
|
|
for (Industry *ind : Industry::Iterate()) {
|
|
if (ind->stations_near != old_industry_stations_near[i]) {
|
|
Debug(desync, 2, "industry stations near mismatch: industry {}", ind->index);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* State controlling game loop.
|
|
* The state must not be changed from anywhere but here.
|
|
* That check is enforced in DoCommand.
|
|
*/
|
|
void StateGameLoop()
|
|
{
|
|
if (!_networking || _network_server) {
|
|
StateGameLoop_LinkGraphPauseControl();
|
|
}
|
|
|
|
/* Don't execute the state loop during pause or when modal windows are open. */
|
|
if (_pause_mode != PM_UNPAUSED || HasModalProgress()) {
|
|
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);
|
|
|
|
if (!HasModalProgress()) UpdateLandscapingLimits();
|
|
#ifndef DEBUG_DUMP_COMMANDS
|
|
Game::GameLoop();
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
PerformanceMeasurer framerate(PFE_GAMELOOP);
|
|
PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);
|
|
|
|
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 && TimerGameCalendar::date_fract == 0 && (TimerGameCalendar::date.base() & 0x1F) == 0) {
|
|
/* Save the desync savegame if needed. */
|
|
std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameCalendar::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();
|
|
TimerManager<TimerGameCalendar>::Elapsed(1);
|
|
TimerManager<TimerGameTick>::Elapsed(1);
|
|
RunTileLoop();
|
|
CallVehicleTicks();
|
|
CallLandscapeTick();
|
|
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
|
|
|
|
#ifndef DEBUG_DUMP_COMMANDS
|
|
{
|
|
PerformanceMeasurer script_framerate(PFE_ALLSCRIPTS);
|
|
AI::GameLoop();
|
|
Game::GameLoop();
|
|
}
|
|
#endif
|
|
UpdateLandscapingLimits();
|
|
|
|
CallWindowGameTickEvent();
|
|
NewsLoop();
|
|
cur_company.Restore();
|
|
}
|
|
|
|
assert(IsLocalCompany());
|
|
}
|
|
|
|
/** Interval for regular autosaves. Initialized at zero to disable till settings are loaded. */
|
|
static IntervalTimer<TimerGameRealtime> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto)
|
|
{
|
|
/* We reset the command-during-pause mode here, so we don't continue
|
|
* to make auto-saves when nothing more is changing. */
|
|
_pause_mode &= ~PM_COMMAND_DURING_PAUSE;
|
|
|
|
_do_autosave = true;
|
|
SetWindowDirty(WC_STATUS_BAR, 0);
|
|
|
|
static FiosNumberedSaveName _autosave_ctr("autosave");
|
|
DoAutoOrNetsave(_autosave_ctr);
|
|
|
|
_do_autosave = false;
|
|
SetWindowDirty(WC_STATUS_BAR, 0);
|
|
});
|
|
|
|
/**
|
|
* Reset the interval of the autosave.
|
|
*
|
|
* If reset is not set, this does not set the elapsed time on the timer,
|
|
* so if the interval is smaller, it might result in an autosave being done
|
|
* immediately.
|
|
*
|
|
* @param reset Whether to reset the timer back to zero, or to continue.
|
|
*/
|
|
void ChangeAutosaveFrequency(bool reset)
|
|
{
|
|
_autosave_interval.SetInterval({_settings_client.gui.autosave_interval, TimerGameRealtime::AUTOSAVE}, reset);
|
|
}
|
|
|
|
/**
|
|
* Request a new NewGRF scan. This will be executed on the next game-tick.
|
|
* This is mostly needed to ensure NewGRF scans (which are blocking) are
|
|
* done in the game-thread, and not in the draw-thread (which most often
|
|
* triggers this request).
|
|
* @param callback Optional callback to call when NewGRF scan is completed.
|
|
* @return True when the NewGRF scan was actually requested, false when the scan was already running.
|
|
*/
|
|
bool RequestNewGRFScan(NewGRFScanCallback *callback)
|
|
{
|
|
if (_request_newgrf_scan) return false;
|
|
|
|
_request_newgrf_scan = true;
|
|
_request_newgrf_scan_callback = callback;
|
|
return true;
|
|
}
|
|
|
|
void GameLoop()
|
|
{
|
|
if (_game_mode == GM_BOOTSTRAP) {
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkBackgroundLoop();
|
|
return;
|
|
}
|
|
|
|
if (_request_newgrf_scan) {
|
|
ScanNewGRFFiles(_request_newgrf_scan_callback);
|
|
_request_newgrf_scan = false;
|
|
_request_newgrf_scan_callback = nullptr;
|
|
/* In case someone closed the game during our scan, don't do anything else. */
|
|
if (_exit_game) return;
|
|
}
|
|
|
|
ProcessAsyncSaveFinish();
|
|
|
|
if (_game_mode == GM_NORMAL) {
|
|
static auto last_time = std::chrono::steady_clock::now();
|
|
auto now = std::chrono::steady_clock::now();
|
|
auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);
|
|
if (delta_ms.count() != 0) {
|
|
TimerManager<TimerGameRealtime>::Elapsed(delta_ms);
|
|
last_time = now;
|
|
}
|
|
}
|
|
|
|
/* switch game mode? */
|
|
if (_switch_mode != SM_NONE && !HasModalProgress()) {
|
|
SwitchToMode(_switch_mode);
|
|
_switch_mode = SM_NONE;
|
|
if (_exit_game) return;
|
|
}
|
|
|
|
IncreaseSpriteLRU();
|
|
|
|
/* Check for UDP stuff */
|
|
if (_network_available) NetworkBackgroundLoop();
|
|
|
|
DebugSendRemoteMessages();
|
|
|
|
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(_settings_client.network.last_joined, COMPANY_SPECTATOR);
|
|
}
|
|
/* Singleplayer */
|
|
StateGameLoop();
|
|
}
|
|
|
|
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
|
|
|
|
SoundDriver::GetInstance()->MainLoop();
|
|
MusicLoop();
|
|
}
|