openttd.cpp

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00001 /* $Id: openttd.cpp 18853 2010-01-17 22:59:24Z smatz $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #define VARDEF
00015 #include "variables.h"
00016 #undef VARDEF
00017 
00018 
00019 #include "blitter/factory.hpp"
00020 #include "sound/sound_driver.hpp"
00021 #include "music/music_driver.hpp"
00022 #include "video/video_driver.hpp"
00023 
00024 #include "fontcache.h"
00025 #include "gui.h"
00026 #include "sound_func.h"
00027 #include "window_func.h"
00028 
00029 #include "base_media_base.h"
00030 #include "saveload/saveload.h"
00031 #include "landscape.h"
00032 #include "company_func.h"
00033 #include "command_func.h"
00034 #include "news_func.h"
00035 #include "fios.h"
00036 #include "aircraft.h"
00037 #include "roadveh.h"
00038 #include "train.h"
00039 #include "console_func.h"
00040 #include "screenshot.h"
00041 #include "network/network.h"
00042 #include "network/network_func.h"
00043 #include "signs_base.h"
00044 #include "ai/ai.hpp"
00045 #include "ai/ai_config.hpp"
00046 #include "settings_func.h"
00047 #include "genworld.h"
00048 #include "group.h"
00049 #include "strings_func.h"
00050 #include "date_func.h"
00051 #include "vehicle_func.h"
00052 #include "gamelog.h"
00053 #include "cheat_type.h"
00054 #include "animated_tile_func.h"
00055 #include "roadstop_base.h"
00056 #include "functions.h"
00057 #include "elrail_func.h"
00058 #include "rev.h"
00059 #include "highscore.h"
00060 #include "thread/thread.h"
00061 #include "station_base.h"
00062 #include "crashlog.h"
00063 #include "company_base.h"
00064 #include "engine_base.h"
00065 #include "engine_func.h"
00066 #include "core/random_func.hpp"
00067 
00068 #include "newgrf_commons.h"
00069 
00070 #include "town.h"
00071 #include "industry.h"
00072 
00073 #include <stdarg.h>
00074 
00075 #include "table/strings.h"
00076 
00077 StringID _switch_mode_errorstr;
00078 
00079 void CallLandscapeTick();
00080 void IncreaseDate();
00081 void DoPaletteAnimations();
00082 void MusicLoop();
00083 void ResetMusic();
00084 void ProcessAsyncSaveFinish();
00085 void CallWindowTickEvent();
00086 
00087 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00088 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00089 extern void ShowOSErrorBox(const char *buf, bool system);
00090 extern void InitializeRailGUI();
00091 
00097 void CDECL usererror(const char *s, ...)
00098 {
00099   va_list va;
00100   char buf[512];
00101 
00102   va_start(va, s);
00103   vsnprintf(buf, lengthof(buf), s, va);
00104   va_end(va);
00105 
00106   ShowOSErrorBox(buf, false);
00107   if (_video_driver != NULL) _video_driver->Stop();
00108 
00109   exit(1);
00110 }
00111 
00117 void CDECL error(const char *s, ...)
00118 {
00119   va_list va;
00120   char buf[512];
00121 
00122   va_start(va, s);
00123   vsnprintf(buf, lengthof(buf), s, va);
00124   va_end(va);
00125 
00126   ShowOSErrorBox(buf, true);
00127 
00128   /* Set the error message for the crash log and then invoke it. */
00129   CrashLog::SetErrorMessage(buf);
00130   abort();
00131 }
00132 
00137 void CDECL ShowInfoF(const char *str, ...)
00138 {
00139   va_list va;
00140   char buf[1024];
00141   va_start(va, str);
00142   vsnprintf(buf, lengthof(buf), str, va);
00143   va_end(va);
00144   ShowInfo(buf);
00145 }
00146 
00150 static void ShowHelp()
00151 {
00152   char buf[8192];
00153   char *p = buf;
00154 
00155   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00156   p = strecpy(p,
00157     "\n"
00158     "\n"
00159     "Command line options:\n"
00160     "  -v drv              = Set video driver (see below)\n"
00161     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00162     "  -m drv              = Set music driver (see below)\n"
00163     "  -b drv              = Set the blitter to use (see below)\n"
00164     "  -a ai               = Force use of specific AI (see below)\n"
00165     "  -r res              = Set resolution (for instance 800x600)\n"
00166     "  -h                  = Display this help text\n"
00167     "  -t year             = Set starting year\n"
00168     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00169     "  -e                  = Start Editor\n"
00170     "  -g [savegame]       = Start new/save game immediately\n"
00171     "  -G seed             = Set random seed\n"
00172 #if defined(ENABLE_NETWORK)
00173     "  -n [ip:port#company]= Start networkgame\n"
00174     "  -p password         = Password to join server\n"
00175     "  -P password         = Password to join company\n"
00176     "  -D [ip][:port]      = Start dedicated server\n"
00177     "  -l ip[:port]        = Redirect DEBUG()\n"
00178 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00179     "  -f                  = Fork into the background (dedicated only)\n"
00180 #endif
00181 #endif /* ENABLE_NETWORK */
00182     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00183     "                          (defines default setting when adding newgrfs)\n"
00184     "                        Default value (2) lets OpenTTD use the palette\n"
00185     "                          specified in graphics set file (see below)\n"
00186     "  -I graphics_set     = Force the graphics set (see below)\n"
00187     "  -S sounds_set       = Force the sounds set (see below)\n"
00188     "  -M music_set        = Force the music set (see below)\n"
00189     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00190     "  -x                  = Do not automatically save to config file on exit\n"
00191     "\n",
00192     lastof(buf)
00193   );
00194 
00195   /* List the graphics packs */
00196   p = BaseGraphics::GetSetsList(p, lastof(buf));
00197 
00198   /* List the sounds packs */
00199   p = BaseSounds::GetSetsList(p, lastof(buf));
00200 
00201   /* List the music packs */
00202   p = BaseMusic::GetSetsList(p, lastof(buf));
00203 
00204   /* List the drivers */
00205   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00206 
00207   /* List the blitters */
00208   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00209 
00210   /* We need to initialize the AI, so it finds the AIs */
00211   AI::Initialize();
00212   p = AI::GetConsoleList(p, lastof(buf));
00213   AI::Uninitialize(true);
00214 
00215   /* ShowInfo put output to stderr, but version information should go
00216    * to stdout; this is the only exception */
00217 #if !defined(WIN32) && !defined(WIN64)
00218   printf("%s\n", buf);
00219 #else
00220   ShowInfo(buf);
00221 #endif
00222 }
00223 
00224 
00225 struct MyGetOptData {
00226   char *opt;
00227   int numleft;
00228   char **argv;
00229   const char *options;
00230   char *cont;
00231 
00232   MyGetOptData(int argc, char **argv, const char *options)
00233   {
00234     opt = NULL;
00235     numleft = argc;
00236     this->argv = argv;
00237     this->options = options;
00238     cont = NULL;
00239   }
00240 };
00241 
00242 static int MyGetOpt(MyGetOptData *md)
00243 {
00244   char *s = md->cont;
00245   if (s != NULL)
00246     goto md_continue_here;
00247 
00248   for (;;) {
00249     if (--md->numleft < 0) return -1;
00250 
00251     s = *md->argv++;
00252     if (*s == '-') {
00253 md_continue_here:;
00254       s++;
00255       if (*s != 0) {
00256         const char *r;
00257         /* Found argument, try to locate it in options. */
00258         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00259           /* ERROR! */
00260           return -2;
00261         }
00262         if (r[1] == ':') {
00263           char *t;
00264           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00265           if (!*(t = s + 1)) {
00266             /* It comes as a separate arg. Check if out of args? */
00267             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00268               /* Check if item is optional? */
00269               if (r[2] != ':')
00270                 return -2;
00271               md->numleft++;
00272               t = NULL;
00273             } else {
00274               md->argv++;
00275             }
00276           }
00277           md->opt = t;
00278           md->cont = NULL;
00279           return *s;
00280         }
00281         md->opt = NULL;
00282         md->cont = s;
00283         return *s;
00284       }
00285     } else {
00286       /* This is currently not supported. */
00287       return -2;
00288     }
00289   }
00290 }
00291 
00298 static void ParseResolution(Dimension *res, const char *s)
00299 {
00300   const char *t = strchr(s, 'x');
00301   if (t == NULL) {
00302     ShowInfoF("Invalid resolution '%s'", s);
00303     return;
00304   }
00305 
00306   res->width  = max(strtoul(s, NULL, 0), 64UL);
00307   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00308 }
00309 
00310 static void InitializeDynamicVariables()
00311 {
00312   /* Dynamic stuff needs to be initialized somewhere... */
00313   _engine_mngr.ResetToDefaultMapping();
00314   _house_mngr.ResetMapping();
00315   _industry_mngr.ResetMapping();
00316   _industile_mngr.ResetMapping();
00317 }
00318 
00319 
00323 static void ShutdownGame()
00324 {
00325   IConsoleFree();
00326 
00327   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00328 
00329   DriverFactoryBase::ShutdownDrivers();
00330 
00331   UnInitWindowSystem();
00332 
00333   /* stop the AI */
00334   AI::Uninitialize(false);
00335 
00336   /* Uninitialize airport state machines */
00337   UnInitializeAirports();
00338 
00339   /* Uninitialize variables that are allocated dynamically */
00340   GamelogReset();
00341   _town_pool.CleanPool();
00342   _industry_pool.CleanPool();
00343   _station_pool.CleanPool();
00344   _roadstop_pool.CleanPool();
00345   _vehicle_pool.CleanPool();
00346   _sign_pool.CleanPool();
00347   _order_pool.CleanPool();
00348   _group_pool.CleanPool();
00349   _cargopacket_pool.CleanPool();
00350   _engine_pool.CleanPool();
00351   _company_pool.CleanPool();
00352 
00353   free(_config_file);
00354 
00355   /* Close all and any open filehandles */
00356   FioCloseAll();
00357 }
00358 
00359 static void LoadIntroGame()
00360 {
00361   _game_mode = GM_MENU;
00362 
00363   ResetGRFConfig(false);
00364 
00365   /* Setup main window */
00366   ResetWindowSystem();
00367   SetupColoursAndInitialWindow();
00368 
00369   /* Load the default opening screen savegame */
00370   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00371     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00372     WaitTillGeneratedWorld();
00373     SetLocalCompany(COMPANY_SPECTATOR);
00374   } else {
00375     SetLocalCompany(COMPANY_FIRST);
00376   }
00377 
00378   _pause_mode = PM_UNPAUSED;
00379   _cursor.fix_at = false;
00380 
00381   CheckForMissingGlyphsInLoadedLanguagePack();
00382 
00383   /* Play main theme */
00384   if (_music_driver->IsSongPlaying()) ResetMusic();
00385 }
00386 
00387 void MakeNewgameSettingsLive()
00388 {
00389   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00390     if (_settings_game.ai_config[c] != NULL) {
00391       delete _settings_game.ai_config[c];
00392     }
00393   }
00394 
00395   _settings_game = _settings_newgame;
00396 
00397   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00398     _settings_game.ai_config[c] = NULL;
00399     if (_settings_newgame.ai_config[c] != NULL) {
00400       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00401     }
00402   }
00403 }
00404 
00405 byte _savegame_sort_order;
00406 #if defined(UNIX) && !defined(__MORPHOS__)
00407 extern void DedicatedFork();
00408 #endif
00409 
00410 int ttd_main(int argc, char *argv[])
00411 {
00412   int i;
00413   const char *optformat;
00414   char *musicdriver = NULL;
00415   char *sounddriver = NULL;
00416   char *videodriver = NULL;
00417   char *blitter = NULL;
00418   char *graphics_set = NULL;
00419   char *sounds_set = NULL;
00420   char *music_set = NULL;
00421   Dimension resolution = {0, 0};
00422   Year startyear = INVALID_YEAR;
00423   uint generation_seed = GENERATE_NEW_SEED;
00424   bool save_config = true;
00425 #if defined(ENABLE_NETWORK)
00426   bool dedicated = false;
00427   bool network   = false;
00428   char *network_conn = NULL;
00429   char *debuglog_conn = NULL;
00430   char *dedicated_host = NULL;
00431   uint16 dedicated_port = 0;
00432   char *join_server_password = NULL;
00433   char *join_company_password = NULL;
00434 #endif /* ENABLE_NETWORK */
00435 
00436   _game_mode = GM_MENU;
00437   _switch_mode = SM_MENU;
00438   _switch_mode_errorstr = INVALID_STRING_ID;
00439   _dedicated_forks = false;
00440   _config_file = NULL;
00441 
00442   /* The last param of the following function means this:
00443    *   a letter means: it accepts that param (e.g.: -h)
00444    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00445    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00446   optformat = "m:s:v:b:hD::n::ei::I:S:t:d::r:g::G:c:xl:p:P:"
00447 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00448     "f"
00449 #endif
00450   ;
00451 
00452   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00453 
00454   while ((i = MyGetOpt(&mgo)) != -1) {
00455     switch (i) {
00456     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00457     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00458     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00459     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00460     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00461     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00462     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00463 #if defined(ENABLE_NETWORK)
00464     case 'D':
00465       free(musicdriver);
00466       free(sounddriver);
00467       free(videodriver);
00468       free(blitter);
00469       musicdriver = strdup("null");
00470       sounddriver = strdup("null");
00471       videodriver = strdup("dedicated");
00472       blitter = strdup("null");
00473       dedicated = true;
00474       SetDebugString("net=6");
00475       if (mgo.opt != NULL) {
00476         /* Use the existing method for parsing (openttd -n).
00477          * However, we do ignore the #company part. */
00478         const char *temp = NULL;
00479         const char *port = NULL;
00480         ParseConnectionString(&temp, &port, mgo.opt);
00481         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00482         if (port != NULL) dedicated_port = atoi(port);
00483       }
00484       break;
00485     case 'f': _dedicated_forks = true; break;
00486     case 'n':
00487       network = true;
00488       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00489       break;
00490     case 'l':
00491       debuglog_conn = mgo.opt;
00492       break;
00493     case 'p':
00494       join_server_password = mgo.opt;
00495       break;
00496     case 'P':
00497       join_company_password = mgo.opt;
00498       break;
00499 #endif /* ENABLE_NETWORK */
00500     case 'r': ParseResolution(&resolution, mgo.opt); break;
00501     case 't': startyear = atoi(mgo.opt); break;
00502     case 'd': {
00503 #if defined(WIN32)
00504         CreateConsole();
00505 #endif
00506         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00507       } break;
00508     case 'e': _switch_mode = SM_EDITOR; break;
00509     case 'i':
00510       /* there is an argument, it is not empty, and it is exactly 1 char long */
00511       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00512         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00513         if (_use_palette <= MAX_PAL) break;
00514       }
00515       usererror("Valid value for '-i' is 0, 1 or 2");
00516     case 'g':
00517       if (mgo.opt != NULL) {
00518         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00519         _switch_mode = SM_LOAD;
00520         _file_to_saveload.mode = SL_LOAD;
00521 
00522         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00523         const char *t = strrchr(_file_to_saveload.name, '.');
00524         if (t != NULL) {
00525           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00526           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00527         }
00528 
00529         break;
00530       }
00531 
00532       _switch_mode = SM_NEWGAME;
00533       /* Give a random map if no seed has been given */
00534       if (generation_seed == GENERATE_NEW_SEED) {
00535         generation_seed = InteractiveRandom();
00536       }
00537       break;
00538     case 'G': generation_seed = atoi(mgo.opt); break;
00539     case 'c': _config_file = strdup(mgo.opt); break;
00540     case 'x': save_config = false; break;
00541     case -2:
00542     case 'h':
00543       /* The next two functions are needed to list the graphics sets.
00544        * We can't do them earlier because then we can't show it on
00545        * the debug console as that hasn't been configured yet. */
00546       DeterminePaths(argv[0]);
00547       BaseGraphics::FindSets();
00548       BaseSounds::FindSets();
00549       BaseMusic::FindSets();
00550       ShowHelp();
00551       return 0;
00552     }
00553   }
00554 
00555 #if defined(WINCE) && defined(_DEBUG)
00556   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00557   SetDebugString("4");
00558 #endif
00559 
00560   DeterminePaths(argv[0]);
00561   BaseGraphics::FindSets();
00562   BaseSounds::FindSets();
00563   BaseMusic::FindSets();
00564 
00565 #if defined(UNIX) && !defined(__MORPHOS__)
00566   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00567   if (_dedicated_forks)
00568     DedicatedFork();
00569 #endif
00570 
00571   AI::Initialize();
00572   LoadFromConfig();
00573   AI::Uninitialize(true);
00574   CheckConfig();
00575   LoadFromHighScore();
00576 
00577   if (resolution.width != 0) { _cur_resolution = resolution; }
00578   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00579   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00580 
00581   /*
00582    * The width and height must be at least 1 pixel and width times
00583    * height must still fit within a 32 bits integer, this way all
00584    * internal drawing routines work correctly.
00585    */
00586   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00587   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00588 
00589 #if defined(ENABLE_NETWORK)
00590   if (dedicated_host) {
00591     _network_bind_list.Clear();
00592     *_network_bind_list.Append() = strdup(dedicated_host);
00593   }
00594   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00595   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00596 #endif /* ENABLE_NETWORK */
00597 
00598   /* enumerate language files */
00599   InitializeLanguagePacks();
00600 
00601   /* initialize screenshot formats */
00602   InitializeScreenshotFormats();
00603 
00604   /* initialize airport state machines */
00605   InitializeAirports();
00606 
00607   /* initialize all variables that are allocated dynamically */
00608   InitializeDynamicVariables();
00609 
00610   /* Initialize FreeType */
00611   InitFreeType();
00612 
00613   /* This must be done early, since functions use the SetWindowDirty* calls */
00614   InitWindowSystem();
00615 
00616   /* Look for the sounds before the graphics. Otherwise none would be set and
00617    * the first initialisation of the video happens on the wrong data. Now it
00618    * can do the first initialisation right. */
00619   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00620   if (!BaseSounds::SetSet(sounds_set)) {
00621     StrEmpty(sounds_set) ?
00622       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00623       usererror("Failed to select requested sounds set '%s'", sounds_set);
00624   }
00625   free(sounds_set);
00626 
00627   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00628   if (!BaseGraphics::SetSet(graphics_set)) {
00629     StrEmpty(graphics_set) ?
00630       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00631       usererror("Failed to select requested graphics set '%s'", graphics_set);
00632   }
00633   free(graphics_set);
00634 
00635   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00636   if (!BaseMusic::SetSet(music_set)) {
00637     StrEmpty(music_set) ?
00638       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00639       usererror("Failed to select requested music set '%s'", music_set);
00640   }
00641   free(music_set);
00642 
00643   /* Initialize game palette */
00644   GfxInitPalettes();
00645 
00646   DEBUG(misc, 1, "Loading blitter...");
00647   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00648   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
00649     StrEmpty(blitter) ?
00650       usererror("Failed to autoprobe blitter") :
00651       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00652   free(blitter);
00653 
00654   DEBUG(driver, 1, "Loading drivers...");
00655 
00656   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00657   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00658   if (_sound_driver == NULL) {
00659     StrEmpty(sounddriver) ?
00660       usererror("Failed to autoprobe sound driver") :
00661       usererror("Failed to select requested sound driver '%s'", sounddriver);
00662   }
00663   free(sounddriver);
00664 
00665   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00666   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00667   if (_video_driver == NULL) {
00668     StrEmpty(videodriver) ?
00669       usererror("Failed to autoprobe video driver") :
00670       usererror("Failed to select requested video driver '%s'", videodriver);
00671   }
00672   free(videodriver);
00673 
00674   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00675   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00676   if (_music_driver == NULL) {
00677     StrEmpty(musicdriver) ?
00678       usererror("Failed to autoprobe music driver") :
00679       usererror("Failed to select requested music driver '%s'", musicdriver);
00680   }
00681   free(musicdriver);
00682 
00683   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
00684   /* Initialize the zoom level of the screen to normal */
00685   _screen.zoom = ZOOM_LVL_NORMAL;
00686 
00687   /* restore saved music volume */
00688   _music_driver->SetVolume(msf.music_vol);
00689 
00690   NetworkStartUp(); // initialize network-core
00691 
00692 #if defined(ENABLE_NETWORK)
00693   if (debuglog_conn != NULL && _network_available) {
00694     const char *not_used = NULL;
00695     const char *port = NULL;
00696     uint16 rport;
00697 
00698     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00699 
00700     ParseConnectionString(&not_used, &port, debuglog_conn);
00701     if (port != NULL) rport = atoi(port);
00702 
00703     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00704   }
00705 #endif /* ENABLE_NETWORK */
00706 
00707   ScanNewGRFFiles();
00708 
00709   ResetGRFConfig(false);
00710 
00711   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00712   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00713 
00714   /* initialize the ingame console */
00715   IConsoleInit();
00716   _cursor.in_window = true;
00717   InitializeGUI();
00718   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00719 
00720   /* Take our initial lock on whatever we might want to do! */
00721   _genworld_paint_mutex->BeginCritical();
00722   _genworld_mapgen_mutex->BeginCritical();
00723 
00724   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00725   WaitTillGeneratedWorld();
00726 
00727   CheckForMissingGlyphsInLoadedLanguagePack();
00728 
00729 #ifdef ENABLE_NETWORK
00730   if (network && _network_available) {
00731     if (network_conn != NULL) {
00732       const char *port = NULL;
00733       const char *company = NULL;
00734       uint16 rport = NETWORK_DEFAULT_PORT;
00735       CompanyID join_as = COMPANY_NEW_COMPANY;
00736 
00737       ParseConnectionString(&company, &port, network_conn);
00738 
00739       if (company != NULL) {
00740         join_as = (CompanyID)atoi(company);
00741 
00742         if (join_as != COMPANY_SPECTATOR) {
00743           join_as--;
00744           if (join_as >= MAX_COMPANIES) return false;
00745         }
00746       }
00747       if (port != NULL) rport = atoi(port);
00748 
00749       LoadIntroGame();
00750       _switch_mode = SM_NONE;
00751       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00752     }
00753   }
00754 #endif /* ENABLE_NETWORK */
00755 
00756   _video_driver->MainLoop();
00757 
00758   WaitTillSaved();
00759 
00760   /* only save config if we have to */
00761   if (save_config) {
00762     SaveToConfig();
00763     SaveToHighScore();
00764   }
00765 
00766   /* Reset windowing system, stop drivers, free used memory, ... */
00767   ShutdownGame();
00768 
00769   free(const_cast<char *>(BaseGraphics::ini_set));
00770   free(const_cast<char *>(BaseSounds::ini_set));
00771   free(const_cast<char *>(BaseMusic::ini_set));
00772   free(_ini_musicdriver);
00773   free(_ini_sounddriver);
00774   free(_ini_videodriver);
00775   free(_ini_blitter);
00776 
00777   return 0;
00778 }
00779 
00780 void HandleExitGameRequest()
00781 {
00782   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00783     _exit_game = true;
00784   } else if (_settings_client.gui.autosave_on_exit) {
00785     DoExitSave();
00786     _exit_game = true;
00787   } else {
00788     AskExitGame();
00789   }
00790 }
00791 
00792 static void MakeNewGameDone()
00793 {
00794   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00795 
00796   /* In a dedicated server, the server does not play */
00797   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00798     SetLocalCompany(COMPANY_SPECTATOR);
00799     IConsoleCmdExec("exec scripts/game_start.scr 0");
00800     return;
00801   }
00802 
00803   /* Create a single company */
00804   DoStartupNewCompany(false);
00805 
00806   Company *c = Company::Get(COMPANY_FIRST);
00807   c->settings = _settings_client.company;
00808 
00809   IConsoleCmdExec("exec scripts/game_start.scr 0");
00810 
00811   SetLocalCompany(COMPANY_FIRST);
00812   _current_company = _local_company;
00813 
00814   InitializeRailGUI();
00815 
00816 #ifdef ENABLE_NETWORK
00817   /* We are the server, we start a new company (not dedicated),
00818    * so set the default password *if* needed. */
00819   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00820     char *password = _settings_client.network.default_company_pass;
00821     NetworkChangeCompanyPassword(1, &password);
00822   }
00823 #endif /* ENABLE_NETWORK */
00824 
00825   MarkWholeScreenDirty();
00826 }
00827 
00828 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00829 {
00830   _game_mode = GM_NORMAL;
00831 
00832   ResetGRFConfig(true);
00833   InitializeDynamicVariables();
00834 
00835   GenerateWorldSetCallback(&MakeNewGameDone);
00836   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00837 }
00838 
00839 static void MakeNewEditorWorldDone()
00840 {
00841   SetLocalCompany(OWNER_NONE);
00842 }
00843 
00844 static void MakeNewEditorWorld()
00845 {
00846   _game_mode = GM_EDITOR;
00847 
00848   ResetGRFConfig(true);
00849 
00850   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00851   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00852 }
00853 
00854 void StartupCompanies();
00855 void StartupDisasters();
00856 extern void StartupEconomy();
00857 
00863 static void StartScenario()
00864 {
00865   _game_mode = GM_NORMAL;
00866 
00867   /* invalid type */
00868   if (_file_to_saveload.mode == SL_INVALID) {
00869     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
00870     SetDParamStr(0, GetSaveLoadErrorString());
00871     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00872     _game_mode = GM_MENU;
00873     return;
00874   }
00875 
00876   /* Reinitialize windows */
00877   ResetWindowSystem();
00878 
00879   SetupColoursAndInitialWindow();
00880 
00881   ResetGRFConfig(true);
00882 
00883   /* Load game */
00884   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
00885     LoadIntroGame();
00886     SetDParamStr(0, GetSaveLoadErrorString());
00887     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00888   }
00889 
00890   _settings_game.difficulty = _settings_newgame.difficulty;
00891 
00892   /* Inititalize data */
00893   StartupEconomy();
00894   StartupCompanies();
00895   StartupEngines();
00896   StartupDisasters();
00897 
00898   SetLocalCompany(COMPANY_FIRST);
00899   _current_company = _local_company;
00900   Company *c = Company::Get(COMPANY_FIRST);
00901   c->settings = _settings_client.company;
00902 
00903   MarkWholeScreenDirty();
00904 }
00905 
00914 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
00915 {
00916   GameMode ogm = _game_mode;
00917 
00918   _game_mode = newgm;
00919   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
00920   switch (SaveOrLoad(filename, mode, subdir)) {
00921     case SL_OK: return true;
00922 
00923     case SL_REINIT:
00924       switch (ogm) {
00925         default:
00926         case GM_MENU:   LoadIntroGame();      break;
00927         case GM_EDITOR: MakeNewEditorWorld(); break;
00928       }
00929       return false;
00930 
00931     default:
00932       _game_mode = ogm;
00933       return false;
00934   }
00935 }
00936 
00937 void SwitchToMode(SwitchMode new_mode)
00938 {
00939 #ifdef ENABLE_NETWORK
00940   /* If we are saving something, the network stays in his current state */
00941   if (new_mode != SM_SAVE) {
00942     /* If the network is active, make it not-active */
00943     if (_networking) {
00944       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00945         NetworkReboot();
00946       } else {
00947         NetworkDisconnect();
00948       }
00949     }
00950 
00951     /* If we are a server, we restart the server */
00952     if (_is_network_server) {
00953       /* But not if we are going to the menu */
00954       if (new_mode != SM_MENU) {
00955         /* check if we should reload the config */
00956         if (_settings_client.network.reload_cfg) {
00957           LoadFromConfig();
00958           MakeNewgameSettingsLive();
00959           ResetGRFConfig(false);
00960         }
00961         NetworkServerStart();
00962       } else {
00963         /* This client no longer wants to be a network-server */
00964         _is_network_server = false;
00965       }
00966     }
00967   }
00968 #endif /* ENABLE_NETWORK */
00969   /* Make sure all AI controllers are gone at quiting game */
00970   if (new_mode != SM_SAVE) AI::KillAll();
00971 
00972   switch (new_mode) {
00973     case SM_EDITOR: // Switch to scenario editor
00974       MakeNewEditorWorld();
00975       break;
00976 
00977     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00978     case SM_NEWGAME: // New Game --> 'Random game'
00979 #ifdef ENABLE_NETWORK
00980       if (_network_server) {
00981         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00982       }
00983 #endif /* ENABLE_NETWORK */
00984       MakeNewGame(false, new_mode == SM_NEWGAME);
00985       break;
00986 
00987     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
00988 #ifdef ENABLE_NETWORK
00989       if (_network_server) {
00990         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
00991       }
00992 #endif /* ENABLE_NETWORK */
00993       StartScenario();
00994       break;
00995 
00996     case SM_LOAD: { // Load game, Play Scenario
00997       ResetGRFConfig(true);
00998       ResetWindowSystem();
00999 
01000       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01001         LoadIntroGame();
01002         SetDParamStr(0, GetSaveLoadErrorString());
01003         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01004       } else {
01005         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01006           StartupEngines();
01007         }
01008         /* Update the local company for a loaded game. It is either always
01009          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01010         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01011         /* Execute the game-start script */
01012         IConsoleCmdExec("exec scripts/game_start.scr 0");
01013         /* Decrease pause counter (was increased from opening load dialog) */
01014         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01015 #ifdef ENABLE_NETWORK
01016         if (_network_server) {
01017           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01018         }
01019 #endif /* ENABLE_NETWORK */
01020       }
01021       break;
01022     }
01023 
01024     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01025 #ifdef ENABLE_NETWORK
01026       if (_network_server) {
01027         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01028       }
01029 #endif /* ENABLE_NETWORK */
01030       MakeNewGame(true, true);
01031       break;
01032 
01033     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01034       SetLocalCompany(OWNER_NONE);
01035 
01036       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01037       MarkWholeScreenDirty();
01038       break;
01039 
01040     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01041       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01042         SetLocalCompany(OWNER_NONE);
01043         _settings_newgame.game_creation.starting_year = _cur_year;
01044         /* Cancel the saveload pausing */
01045         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01046       } else {
01047         SetDParamStr(0, GetSaveLoadErrorString());
01048         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01049       }
01050       break;
01051     }
01052 
01053     case SM_MENU: // Switch to game intro menu
01054       LoadIntroGame();
01055       break;
01056 
01057     case SM_SAVE: // Save game
01058       /* Make network saved games on pause compatible to singleplayer */
01059       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01060         SetDParamStr(0, GetSaveLoadErrorString());
01061         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01062       } else {
01063         DeleteWindowById(WC_SAVELOAD, 0);
01064       }
01065       break;
01066 
01067     case SM_GENRANDLAND: // Generate random land within scenario editor
01068       SetLocalCompany(OWNER_NONE);
01069       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01070       /* XXX: set date */
01071       MarkWholeScreenDirty();
01072       break;
01073 
01074     default: NOT_REACHED();
01075   }
01076 
01077   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01078     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
01079   }
01080 }
01081 
01082 
01088 void StateGameLoop()
01089 {
01090   /* dont execute the state loop during pause */
01091   if (_pause_mode != PM_UNPAUSED) {
01092     CallWindowTickEvent();
01093     return;
01094   }
01095   if (IsGeneratingWorld()) return;
01096 
01097   ClearStorageChanges(false);
01098 
01099   if (_game_mode == GM_EDITOR) {
01100     RunTileLoop();
01101     CallVehicleTicks();
01102     CallLandscapeTick();
01103     ClearStorageChanges(true);
01104 
01105     CallWindowTickEvent();
01106     NewsLoop();
01107   } else {
01108     /* Temporary strict checking of the road stop cache entries */
01109     const RoadStop *rs;
01110     FOR_ALL_ROADSTOPS(rs) {
01111       if (IsStandardRoadStopTile(rs->xy)) continue;
01112 
01113       assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01114       rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01115       rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01116     }
01117 
01118     if (_debug_desync_level > 1) {
01119       Vehicle *v;
01120       FOR_ALL_VEHICLES(v) {
01121         if (v != v->First()) continue;
01122 
01123         switch (v->type) {
01124           case VEH_ROAD: {
01125             RoadVehicle *rv = RoadVehicle::From(v);
01126             RoadVehicleCache cache = rv->rcache;
01127             RoadVehUpdateCache(rv);
01128 
01129             if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
01130               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01131             }
01132           } break;
01133 
01134           case VEH_TRAIN: {
01135             uint length = 0;
01136             Train *t = Train::From(v);
01137             for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
01138 
01139             TrainCache *wagons = MallocT<TrainCache>(length);
01140             length = 0;
01141             for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
01142 
01143             t->ConsistChanged(true);
01144 
01145             length = 0;
01146             for (Train *u = t; u != NULL; u = u->Next()) {
01147               if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
01148                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
01149               }
01150               length++;
01151             }
01152 
01153             free(wagons);
01154           } break;
01155 
01156           case VEH_AIRCRAFT: {
01157             Aircraft *a = Aircraft::From(v);
01158             AircraftCache cache = a->acache;
01159             UpdateAircraftCache(a);
01160 
01161             if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
01162               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01163             }
01164           } break;
01165 
01166           default:
01167             break;
01168         }
01169       }
01170     }
01171 
01172     /* Check whether the caches are still valid */
01173     Vehicle *v;
01174     FOR_ALL_VEHICLES(v) {
01175       byte buff[sizeof(VehicleCargoList)];
01176       memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01177       v->cargo.InvalidateCache();
01178       assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01179     }
01180 
01181     Station *st;
01182     FOR_ALL_STATIONS(st) {
01183       for (CargoID c = 0; c < NUM_CARGO; c++) {
01184         byte buff[sizeof(StationCargoList)];
01185         memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01186         st->goods[c].cargo.InvalidateCache();
01187         assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01188       }
01189     }
01190 
01191     /* All these actions has to be done from OWNER_NONE
01192      *  for multiplayer compatibility */
01193     CompanyID old_company = _current_company;
01194     _current_company = OWNER_NONE;
01195 
01196     AnimateAnimatedTiles();
01197     IncreaseDate();
01198     RunTileLoop();
01199     CallVehicleTicks();
01200     CallLandscapeTick();
01201     ClearStorageChanges(true);
01202 
01203     AI::GameLoop();
01204 
01205     CallWindowTickEvent();
01206     NewsLoop();
01207     _current_company = old_company;
01208   }
01209 }
01210 
01213 static void DoAutosave()
01214 {
01215   char buf[MAX_PATH];
01216 
01217 #if defined(PSP)
01218   /* Autosaving in networking is too time expensive for the PSP */
01219   if (_networking) return;
01220 #endif /* PSP */
01221 
01222   if (_settings_client.gui.keep_all_autosave) {
01223     GenerateDefaultSaveName(buf, lastof(buf));
01224     strecat(buf, ".sav", lastof(buf));
01225   } else {
01226     static int _autosave_ctr = 0;
01227 
01228     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01229     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01230 
01231     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01232   }
01233 
01234   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01235   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01236     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, 0, 0);
01237   }
01238 }
01239 
01240 void GameLoop()
01241 {
01242   ProcessAsyncSaveFinish();
01243 
01244   /* autosave game? */
01245   if (_do_autosave) {
01246     _do_autosave = false;
01247     DoAutosave();
01248     RedrawAutosave();
01249   }
01250 
01251   /* switch game mode? */
01252   if (_switch_mode != SM_NONE) {
01253     SwitchToMode(_switch_mode);
01254     _switch_mode = SM_NONE;
01255   }
01256 
01257   IncreaseSpriteLRU();
01258   InteractiveRandom();
01259 
01260   extern int _caret_timer;
01261   _caret_timer += 3;
01262   _palette_animation_counter += 8;
01263   CursorTick();
01264 
01265 #ifdef ENABLE_NETWORK
01266   /* Check for UDP stuff */
01267   if (_network_available) NetworkUDPGameLoop();
01268 
01269   if (_networking && !IsGeneratingWorld()) {
01270     /* Multiplayer */
01271     NetworkGameLoop();
01272   } else {
01273     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01274       /* This means that we want to reconnect to the last host
01275        * We do this here, because it means that the network is really closed */
01276       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01277     }
01278     /* Singleplayer */
01279     StateGameLoop();
01280   }
01281 #else
01282   StateGameLoop();
01283 #endif /* ENABLE_NETWORK */
01284 
01285   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01286 
01287   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
01288 
01289   InputLoop();
01290 
01291   _sound_driver->MainLoop();
01292   MusicLoop();
01293 }

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