openttd.cpp

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00001 /* $Id: openttd.cpp 18608 2009-12-22 21:40:29Z rubidium $ */
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 
00064 #include "newgrf_commons.h"
00065 
00066 #include "town.h"
00067 #include "industry.h"
00068 
00069 #include <stdarg.h>
00070 
00071 #include "table/strings.h"
00072 
00073 StringID _switch_mode_errorstr;
00074 
00075 void CallLandscapeTick();
00076 void IncreaseDate();
00077 void DoPaletteAnimations();
00078 void MusicLoop();
00079 void ResetMusic();
00080 void ProcessAsyncSaveFinish();
00081 void CallWindowTickEvent();
00082 
00083 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00084 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00085 extern void ShowOSErrorBox(const char *buf, bool system);
00086 extern void InitializeRailGUI();
00087 
00093 void CDECL usererror(const char *s, ...)
00094 {
00095   va_list va;
00096   char buf[512];
00097 
00098   va_start(va, s);
00099   vsnprintf(buf, lengthof(buf), s, va);
00100   va_end(va);
00101 
00102   ShowOSErrorBox(buf, false);
00103   if (_video_driver != NULL) _video_driver->Stop();
00104 
00105   exit(1);
00106 }
00107 
00113 void CDECL error(const char *s, ...)
00114 {
00115   va_list va;
00116   char buf[512];
00117 
00118   va_start(va, s);
00119   vsnprintf(buf, lengthof(buf), s, va);
00120   va_end(va);
00121 
00122   ShowOSErrorBox(buf, true);
00123 
00124   /* Set the error message for the crash log and then invoke it. */
00125   CrashLog::SetErrorMessage(buf);
00126   abort();
00127 }
00128 
00133 void CDECL ShowInfoF(const char *str, ...)
00134 {
00135   va_list va;
00136   char buf[1024];
00137   va_start(va, str);
00138   vsnprintf(buf, lengthof(buf), str, va);
00139   va_end(va);
00140   ShowInfo(buf);
00141 }
00142 
00146 static void ShowHelp()
00147 {
00148   char buf[8192];
00149   char *p = buf;
00150 
00151   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00152   p = strecpy(p,
00153     "\n"
00154     "\n"
00155     "Command line options:\n"
00156     "  -v drv              = Set video driver (see below)\n"
00157     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00158     "  -m drv              = Set music driver (see below)\n"
00159     "  -b drv              = Set the blitter to use (see below)\n"
00160     "  -a ai               = Force use of specific AI (see below)\n"
00161     "  -r res              = Set resolution (for instance 800x600)\n"
00162     "  -h                  = Display this help text\n"
00163     "  -t year             = Set starting year\n"
00164     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00165     "  -e                  = Start Editor\n"
00166     "  -g [savegame]       = Start new/save game immediately\n"
00167     "  -G seed             = Set random seed\n"
00168 #if defined(ENABLE_NETWORK)
00169     "  -n [ip:port#company]= Start networkgame\n"
00170     "  -p password         = Password to join server\n"
00171     "  -P password         = Password to join company\n"
00172     "  -D [ip][:port]      = Start dedicated server\n"
00173     "  -l ip[:port]        = Redirect DEBUG()\n"
00174 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00175     "  -f                  = Fork into the background (dedicated only)\n"
00176 #endif
00177 #endif /* ENABLE_NETWORK */
00178     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00179     "                          (defines default setting when adding newgrfs)\n"
00180     "                        Default value (2) lets OpenTTD use the palette\n"
00181     "                          specified in graphics set file (see below)\n"
00182     "  -I graphics_set     = Force the graphics set (see below)\n"
00183     "  -S sounds_set       = Force the sounds set (see below)\n"
00184     "  -M music_set        = Force the music set (see below)\n"
00185     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00186     "  -x                  = Do not automatically save to config file on exit\n"
00187     "\n",
00188     lastof(buf)
00189   );
00190 
00191   /* List the graphics packs */
00192   p = BaseGraphics::GetSetsList(p, lastof(buf));
00193 
00194   /* List the sounds packs */
00195   p = BaseSounds::GetSetsList(p, lastof(buf));
00196 
00197   /* List the music packs */
00198   p = BaseMusic::GetSetsList(p, lastof(buf));
00199 
00200   /* List the drivers */
00201   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00202 
00203   /* List the blitters */
00204   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00205 
00206   /* We need to initialize the AI, so it finds the AIs */
00207   AI::Initialize();
00208   p = AI::GetConsoleList(p, lastof(buf));
00209   AI::Uninitialize(true);
00210 
00211   /* ShowInfo put output to stderr, but version information should go
00212    * to stdout; this is the only exception */
00213 #if !defined(WIN32) && !defined(WIN64)
00214   printf("%s\n", buf);
00215 #else
00216   ShowInfo(buf);
00217 #endif
00218 }
00219 
00220 
00221 struct MyGetOptData {
00222   char *opt;
00223   int numleft;
00224   char **argv;
00225   const char *options;
00226   char *cont;
00227 
00228   MyGetOptData(int argc, char **argv, const char *options)
00229   {
00230     opt = NULL;
00231     numleft = argc;
00232     this->argv = argv;
00233     this->options = options;
00234     cont = NULL;
00235   }
00236 };
00237 
00238 static int MyGetOpt(MyGetOptData *md)
00239 {
00240   char *s = md->cont;
00241   if (s != NULL)
00242     goto md_continue_here;
00243 
00244   for (;;) {
00245     if (--md->numleft < 0) return -1;
00246 
00247     s = *md->argv++;
00248     if (*s == '-') {
00249 md_continue_here:;
00250       s++;
00251       if (*s != 0) {
00252         const char *r;
00253         /* Found argument, try to locate it in options. */
00254         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00255           /* ERROR! */
00256           return -2;
00257         }
00258         if (r[1] == ':') {
00259           char *t;
00260           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00261           if (!*(t = s + 1)) {
00262             /* It comes as a separate arg. Check if out of args? */
00263             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00264               /* Check if item is optional? */
00265               if (r[2] != ':')
00266                 return -2;
00267               md->numleft++;
00268               t = NULL;
00269             } else {
00270               md->argv++;
00271             }
00272           }
00273           md->opt = t;
00274           md->cont = NULL;
00275           return *s;
00276         }
00277         md->opt = NULL;
00278         md->cont = s;
00279         return *s;
00280       }
00281     } else {
00282       /* This is currently not supported. */
00283       return -2;
00284     }
00285   }
00286 }
00287 
00294 static void ParseResolution(Dimension *res, const char *s)
00295 {
00296   const char *t = strchr(s, 'x');
00297   if (t == NULL) {
00298     ShowInfoF("Invalid resolution '%s'", s);
00299     return;
00300   }
00301 
00302   res->width  = max(strtoul(s, NULL, 0), 64UL);
00303   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00304 }
00305 
00306 static void InitializeDynamicVariables()
00307 {
00308   /* Dynamic stuff needs to be initialized somewhere... */
00309   _engine_mngr.ResetToDefaultMapping();
00310   _house_mngr.ResetMapping();
00311   _industry_mngr.ResetMapping();
00312   _industile_mngr.ResetMapping();
00313 }
00314 
00315 
00319 static void ShutdownGame()
00320 {
00321   IConsoleFree();
00322 
00323   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00324 
00325   DriverFactoryBase::ShutdownDrivers();
00326 
00327   UnInitWindowSystem();
00328 
00329   /* stop the AI */
00330   AI::Uninitialize(false);
00331 
00332   /* Uninitialize airport state machines */
00333   UnInitializeAirports();
00334 
00335   /* Uninitialize variables that are allocated dynamically */
00336   GamelogReset();
00337   _town_pool.CleanPool();
00338   _industry_pool.CleanPool();
00339   _station_pool.CleanPool();
00340   _roadstop_pool.CleanPool();
00341   _vehicle_pool.CleanPool();
00342   _sign_pool.CleanPool();
00343   _order_pool.CleanPool();
00344   _group_pool.CleanPool();
00345   _cargopacket_pool.CleanPool();
00346   _engine_pool.CleanPool();
00347   _company_pool.CleanPool();
00348 
00349   free(_config_file);
00350 
00351   /* Close all and any open filehandles */
00352   FioCloseAll();
00353 }
00354 
00355 static void LoadIntroGame()
00356 {
00357   _game_mode = GM_MENU;
00358 
00359   ResetGRFConfig(false);
00360 
00361   /* Setup main window */
00362   ResetWindowSystem();
00363   SetupColoursAndInitialWindow();
00364 
00365   /* Load the default opening screen savegame */
00366   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00367     GenerateWorld(GW_EMPTY, 64, 64); // if failed loading, make empty world.
00368     WaitTillGeneratedWorld();
00369     SetLocalCompany(COMPANY_SPECTATOR);
00370   } else {
00371     SetLocalCompany(COMPANY_FIRST);
00372   }
00373 
00374   _pause_mode = PM_UNPAUSED;
00375   _cursor.fix_at = false;
00376 
00377   CheckForMissingGlyphsInLoadedLanguagePack();
00378 
00379   /* Play main theme */
00380   if (_music_driver->IsSongPlaying()) ResetMusic();
00381 }
00382 
00383 void MakeNewgameSettingsLive()
00384 {
00385   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00386     if (_settings_game.ai_config[c] != NULL) {
00387       delete _settings_game.ai_config[c];
00388     }
00389   }
00390 
00391   _settings_game = _settings_newgame;
00392 
00393   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00394     _settings_game.ai_config[c] = NULL;
00395     if (_settings_newgame.ai_config[c] != NULL) {
00396       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00397     }
00398   }
00399 }
00400 
00401 byte _savegame_sort_order;
00402 #if defined(UNIX) && !defined(__MORPHOS__)
00403 extern void DedicatedFork();
00404 #endif
00405 
00406 int ttd_main(int argc, char *argv[])
00407 {
00408   int i;
00409   const char *optformat;
00410   char *musicdriver = NULL;
00411   char *sounddriver = NULL;
00412   char *videodriver = NULL;
00413   char *blitter = NULL;
00414   char *graphics_set = NULL;
00415   char *sounds_set = NULL;
00416   char *music_set = NULL;
00417   Dimension resolution = {0, 0};
00418   Year startyear = INVALID_YEAR;
00419   uint generation_seed = GENERATE_NEW_SEED;
00420   bool save_config = true;
00421 #if defined(ENABLE_NETWORK)
00422   bool dedicated = false;
00423   bool network   = false;
00424   char *network_conn = NULL;
00425   char *debuglog_conn = NULL;
00426   char *dedicated_host = NULL;
00427   uint16 dedicated_port = 0;
00428   char *join_server_password = NULL;
00429   char *join_company_password = NULL;
00430 #endif /* ENABLE_NETWORK */
00431 
00432   _game_mode = GM_MENU;
00433   _switch_mode = SM_MENU;
00434   _switch_mode_errorstr = INVALID_STRING_ID;
00435   _dedicated_forks = false;
00436   _config_file = NULL;
00437 
00438   /* The last param of the following function means this:
00439    *   a letter means: it accepts that param (e.g.: -h)
00440    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00441    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00442   optformat = "m:s:v:b:hD::n::ei::I:S:t:d::r:g::G:c:xl:p:P:"
00443 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00444     "f"
00445 #endif
00446   ;
00447 
00448   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00449 
00450   while ((i = MyGetOpt(&mgo)) != -1) {
00451     switch (i) {
00452     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00453     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00454     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00455     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00456     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00457     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00458     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00459 #if defined(ENABLE_NETWORK)
00460     case 'D':
00461       free(musicdriver);
00462       free(sounddriver);
00463       free(videodriver);
00464       free(blitter);
00465       musicdriver = strdup("null");
00466       sounddriver = strdup("null");
00467       videodriver = strdup("dedicated");
00468       blitter = strdup("null");
00469       dedicated = true;
00470       SetDebugString("net=6");
00471       if (mgo.opt != NULL) {
00472         /* Use the existing method for parsing (openttd -n).
00473          * However, we do ignore the #company part. */
00474         const char *temp = NULL;
00475         const char *port = NULL;
00476         ParseConnectionString(&temp, &port, mgo.opt);
00477         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00478         if (port != NULL) dedicated_port = atoi(port);
00479       }
00480       break;
00481     case 'f': _dedicated_forks = true; break;
00482     case 'n':
00483       network = true;
00484       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00485       break;
00486     case 'l':
00487       debuglog_conn = mgo.opt;
00488       break;
00489     case 'p':
00490       join_server_password = mgo.opt;
00491       break;
00492     case 'P':
00493       join_company_password = mgo.opt;
00494       break;
00495 #endif /* ENABLE_NETWORK */
00496     case 'r': ParseResolution(&resolution, mgo.opt); break;
00497     case 't': startyear = atoi(mgo.opt); break;
00498     case 'd': {
00499 #if defined(WIN32)
00500         CreateConsole();
00501 #endif
00502         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00503       } break;
00504     case 'e': _switch_mode = SM_EDITOR; break;
00505     case 'i':
00506       /* there is an argument, it is not empty, and it is exactly 1 char long */
00507       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00508         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00509         if (_use_palette <= MAX_PAL) break;
00510       }
00511       usererror("Valid value for '-i' is 0, 1 or 2");
00512     case 'g':
00513       if (mgo.opt != NULL) {
00514         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00515         _switch_mode = SM_LOAD;
00516         _file_to_saveload.mode = SL_LOAD;
00517 
00518         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00519         const char *t = strrchr(_file_to_saveload.name, '.');
00520         if (t != NULL) {
00521           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00522           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00523         }
00524 
00525         break;
00526       }
00527 
00528       _switch_mode = SM_NEWGAME;
00529       /* Give a random map if no seed has been given */
00530       if (generation_seed == GENERATE_NEW_SEED) {
00531         generation_seed = InteractiveRandom();
00532       }
00533       break;
00534     case 'G': generation_seed = atoi(mgo.opt); break;
00535     case 'c': _config_file = strdup(mgo.opt); break;
00536     case 'x': save_config = false; break;
00537     case -2:
00538     case 'h':
00539       /* The next two functions are needed to list the graphics sets.
00540        * We can't do them earlier because then we can't show it on
00541        * the debug console as that hasn't been configured yet. */
00542       DeterminePaths(argv[0]);
00543       BaseGraphics::FindSets();
00544       BaseSounds::FindSets();
00545       BaseMusic::FindSets();
00546       ShowHelp();
00547       return 0;
00548     }
00549   }
00550 
00551 #if defined(WINCE) && defined(_DEBUG)
00552   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00553   SetDebugString("4");
00554 #endif
00555 
00556   DeterminePaths(argv[0]);
00557   BaseGraphics::FindSets();
00558   BaseSounds::FindSets();
00559   BaseMusic::FindSets();
00560 
00561 #if defined(UNIX) && !defined(__MORPHOS__)
00562   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00563   if (_dedicated_forks)
00564     DedicatedFork();
00565 #endif
00566 
00567   AI::Initialize();
00568   LoadFromConfig();
00569   AI::Uninitialize(true);
00570   CheckConfig();
00571   LoadFromHighScore();
00572 
00573   if (resolution.width != 0) { _cur_resolution = resolution; }
00574   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00575   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00576 
00577   /*
00578    * The width and height must be at least 1 pixel and width times
00579    * height must still fit within a 32 bits integer, this way all
00580    * internal drawing routines work correctly.
00581    */
00582   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00583   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00584 
00585 #if defined(ENABLE_NETWORK)
00586   if (dedicated_host) {
00587     _network_bind_list.Clear();
00588     *_network_bind_list.Append() = strdup(dedicated_host);
00589   }
00590   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00591   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00592 #endif /* ENABLE_NETWORK */
00593 
00594   /* enumerate language files */
00595   InitializeLanguagePacks();
00596 
00597   /* initialize screenshot formats */
00598   InitializeScreenshotFormats();
00599 
00600   /* initialize airport state machines */
00601   InitializeAirports();
00602 
00603   /* initialize all variables that are allocated dynamically */
00604   InitializeDynamicVariables();
00605 
00606   /* Initialize FreeType */
00607   InitFreeType();
00608 
00609   /* This must be done early, since functions use the SetWindowDirty* calls */
00610   InitWindowSystem();
00611 
00612   /* Look for the sounds before the graphics. Otherwise none would be set and
00613    * the first initialisation of the video happens on the wrong data. Now it
00614    * can do the first initialisation right. */
00615   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00616   if (!BaseSounds::SetSet(sounds_set)) {
00617     StrEmpty(sounds_set) ?
00618       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00619       usererror("Failed to select requested sounds set '%s'", sounds_set);
00620   }
00621   free(sounds_set);
00622 
00623   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00624   if (!BaseGraphics::SetSet(graphics_set)) {
00625     StrEmpty(graphics_set) ?
00626       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00627       usererror("Failed to select requested graphics set '%s'", graphics_set);
00628   }
00629   free(graphics_set);
00630 
00631   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00632   if (!BaseMusic::SetSet(music_set)) {
00633     StrEmpty(music_set) ?
00634       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00635       usererror("Failed to select requested music set '%s'", music_set);
00636   }
00637   free(music_set);
00638 
00639   /* Initialize game palette */
00640   GfxInitPalettes();
00641 
00642   DEBUG(misc, 1, "Loading blitter...");
00643   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00644   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
00645     StrEmpty(blitter) ?
00646       usererror("Failed to autoprobe blitter") :
00647       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00648   free(blitter);
00649 
00650   DEBUG(driver, 1, "Loading drivers...");
00651 
00652   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00653   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00654   if (_sound_driver == NULL) {
00655     StrEmpty(sounddriver) ?
00656       usererror("Failed to autoprobe sound driver") :
00657       usererror("Failed to select requested sound driver '%s'", sounddriver);
00658   }
00659   free(sounddriver);
00660 
00661   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00662   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00663   if (_video_driver == NULL) {
00664     StrEmpty(videodriver) ?
00665       usererror("Failed to autoprobe video driver") :
00666       usererror("Failed to select requested video driver '%s'", videodriver);
00667   }
00668   free(videodriver);
00669 
00670   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00671   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00672   if (_music_driver == NULL) {
00673     StrEmpty(musicdriver) ?
00674       usererror("Failed to autoprobe music driver") :
00675       usererror("Failed to select requested music driver '%s'", musicdriver);
00676   }
00677   free(musicdriver);
00678 
00679   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
00680   /* Initialize the zoom level of the screen to normal */
00681   _screen.zoom = ZOOM_LVL_NORMAL;
00682 
00683   /* restore saved music volume */
00684   _music_driver->SetVolume(msf.music_vol);
00685 
00686   NetworkStartUp(); // initialize network-core
00687 
00688 #if defined(ENABLE_NETWORK)
00689   if (debuglog_conn != NULL && _network_available) {
00690     const char *not_used = NULL;
00691     const char *port = NULL;
00692     uint16 rport;
00693 
00694     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00695 
00696     ParseConnectionString(&not_used, &port, debuglog_conn);
00697     if (port != NULL) rport = atoi(port);
00698 
00699     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00700   }
00701 #endif /* ENABLE_NETWORK */
00702 
00703   ScanNewGRFFiles();
00704 
00705   ResetGRFConfig(false);
00706 
00707   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00708   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00709 
00710   /* initialize the ingame console */
00711   IConsoleInit();
00712   _cursor.in_window = true;
00713   InitializeGUI();
00714   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00715 
00716   /* Take our initial lock on whatever we might want to do! */
00717   _genworld_paint_mutex->BeginCritical();
00718   _genworld_mapgen_mutex->BeginCritical();
00719 
00720   GenerateWorld(GW_EMPTY, 64, 64); // Make the viewport initialization happy
00721   WaitTillGeneratedWorld();
00722 
00723   CheckForMissingGlyphsInLoadedLanguagePack();
00724 
00725 #ifdef ENABLE_NETWORK
00726   if (network && _network_available) {
00727     if (network_conn != NULL) {
00728       const char *port = NULL;
00729       const char *company = NULL;
00730       uint16 rport = NETWORK_DEFAULT_PORT;
00731       CompanyID join_as = COMPANY_NEW_COMPANY;
00732 
00733       ParseConnectionString(&company, &port, network_conn);
00734 
00735       if (company != NULL) {
00736         join_as = (CompanyID)atoi(company);
00737 
00738         if (join_as != COMPANY_SPECTATOR) {
00739           join_as--;
00740           if (join_as >= MAX_COMPANIES) return false;
00741         }
00742       }
00743       if (port != NULL) rport = atoi(port);
00744 
00745       LoadIntroGame();
00746       _switch_mode = SM_NONE;
00747       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00748     }
00749   }
00750 #endif /* ENABLE_NETWORK */
00751 
00752   _video_driver->MainLoop();
00753 
00754   WaitTillSaved();
00755 
00756   /* only save config if we have to */
00757   if (save_config) {
00758     SaveToConfig();
00759     SaveToHighScore();
00760   }
00761 
00762   /* Reset windowing system, stop drivers, free used memory, ... */
00763   ShutdownGame();
00764 
00765   free(const_cast<char *>(BaseGraphics::ini_set));
00766   free(const_cast<char *>(BaseSounds::ini_set));
00767   free(const_cast<char *>(BaseMusic::ini_set));
00768   free(_ini_musicdriver);
00769   free(_ini_sounddriver);
00770   free(_ini_videodriver);
00771   free(_ini_blitter);
00772 
00773   return 0;
00774 }
00775 
00776 void HandleExitGameRequest()
00777 {
00778   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00779     _exit_game = true;
00780   } else if (_settings_client.gui.autosave_on_exit) {
00781     DoExitSave();
00782     _exit_game = true;
00783   } else {
00784     AskExitGame();
00785   }
00786 }
00787 
00788 static void MakeNewGameDone()
00789 {
00790   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00791 
00792   /* In a dedicated server, the server does not play */
00793   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00794     SetLocalCompany(COMPANY_SPECTATOR);
00795     IConsoleCmdExec("exec scripts/game_start.scr 0");
00796     return;
00797   }
00798 
00799   /* Create a single company */
00800   DoStartupNewCompany(false);
00801 
00802   Company *c = Company::Get(COMPANY_FIRST);
00803   c->settings = _settings_client.company;
00804 
00805   IConsoleCmdExec("exec scripts/game_start.scr 0");
00806 
00807   SetLocalCompany(COMPANY_FIRST);
00808   _current_company = _local_company;
00809 
00810   InitializeRailGUI();
00811 
00812 #ifdef ENABLE_NETWORK
00813   /* We are the server, we start a new company (not dedicated),
00814    * so set the default password *if* needed. */
00815   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00816     char *password = _settings_client.network.default_company_pass;
00817     NetworkChangeCompanyPassword(1, &password);
00818   }
00819 #endif /* ENABLE_NETWORK */
00820 
00821   MarkWholeScreenDirty();
00822 }
00823 
00824 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00825 {
00826   _game_mode = GM_NORMAL;
00827 
00828   ResetGRFConfig(true);
00829   _engine_mngr.ResetToDefaultMapping();
00830   _house_mngr.ResetMapping();
00831   _industile_mngr.ResetMapping();
00832   _industry_mngr.ResetMapping();
00833 
00834   GenerateWorldSetCallback(&MakeNewGameDone);
00835   GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00836 }
00837 
00838 static void MakeNewEditorWorldDone()
00839 {
00840   SetLocalCompany(OWNER_NONE);
00841 }
00842 
00843 static void MakeNewEditorWorld()
00844 {
00845   _game_mode = GM_EDITOR;
00846 
00847   ResetGRFConfig(true);
00848 
00849   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00850   GenerateWorld(GW_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00851 }
00852 
00853 void StartupCompanies();
00854 void StartupDisasters();
00855 extern void StartupEconomy();
00856 
00862 static void StartScenario()
00863 {
00864   _game_mode = GM_NORMAL;
00865 
00866   /* invalid type */
00867   if (_file_to_saveload.mode == SL_INVALID) {
00868     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
00869     SetDParamStr(0, GetSaveLoadErrorString());
00870     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00871     _game_mode = GM_MENU;
00872     return;
00873   }
00874 
00875   /* Reinitialize windows */
00876   ResetWindowSystem();
00877 
00878   SetupColoursAndInitialWindow();
00879 
00880   ResetGRFConfig(true);
00881 
00882   /* Load game */
00883   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
00884     LoadIntroGame();
00885     SetDParamStr(0, GetSaveLoadErrorString());
00886     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00887   }
00888 
00889   _settings_game.difficulty = _settings_newgame.difficulty;
00890 
00891   /* Inititalize data */
00892   StartupEconomy();
00893   StartupCompanies();
00894   StartupEngines();
00895   StartupDisasters();
00896 
00897   SetLocalCompany(COMPANY_FIRST);
00898   _current_company = _local_company;
00899   Company *c = Company::Get(COMPANY_FIRST);
00900   c->settings = _settings_client.company;
00901 
00902   MarkWholeScreenDirty();
00903 }
00904 
00913 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
00914 {
00915   GameMode ogm = _game_mode;
00916 
00917   _game_mode = newgm;
00918   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
00919   switch (SaveOrLoad(filename, mode, subdir)) {
00920     case SL_OK: return true;
00921 
00922     case SL_REINIT:
00923       switch (ogm) {
00924         default:
00925         case GM_MENU:   LoadIntroGame();      break;
00926         case GM_EDITOR: MakeNewEditorWorld(); break;
00927       }
00928       return false;
00929 
00930     default:
00931       _game_mode = ogm;
00932       return false;
00933   }
00934 }
00935 
00936 void SwitchToMode(SwitchMode new_mode)
00937 {
00938 #ifdef ENABLE_NETWORK
00939   /* If we are saving something, the network stays in his current state */
00940   if (new_mode != SM_SAVE) {
00941     /* If the network is active, make it not-active */
00942     if (_networking) {
00943       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00944         NetworkReboot();
00945       } else {
00946         NetworkDisconnect();
00947       }
00948     }
00949 
00950     /* If we are a server, we restart the server */
00951     if (_is_network_server) {
00952       /* But not if we are going to the menu */
00953       if (new_mode != SM_MENU) {
00954         /* check if we should reload the config */
00955         if (_settings_client.network.reload_cfg) {
00956           LoadFromConfig();
00957           MakeNewgameSettingsLive();
00958           ResetGRFConfig(false);
00959         }
00960         NetworkServerStart();
00961       } else {
00962         /* This client no longer wants to be a network-server */
00963         _is_network_server = false;
00964       }
00965     }
00966   }
00967 #endif /* ENABLE_NETWORK */
00968   /* Make sure all AI controllers are gone at quiting game */
00969   if (new_mode != SM_SAVE) AI::KillAll();
00970 
00971   switch (new_mode) {
00972     case SM_EDITOR: // Switch to scenario editor
00973       MakeNewEditorWorld();
00974       break;
00975 
00976     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00977     case SM_NEWGAME: // New Game --> 'Random game'
00978 #ifdef ENABLE_NETWORK
00979       if (_network_server) {
00980         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00981       }
00982 #endif /* ENABLE_NETWORK */
00983       MakeNewGame(false, new_mode == SM_NEWGAME);
00984       break;
00985 
00986     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
00987 #ifdef ENABLE_NETWORK
00988       if (_network_server) {
00989         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
00990       }
00991 #endif /* ENABLE_NETWORK */
00992       StartScenario();
00993       break;
00994 
00995     case SM_LOAD: { // Load game, Play Scenario
00996       ResetGRFConfig(true);
00997       ResetWindowSystem();
00998 
00999       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01000         LoadIntroGame();
01001         SetDParamStr(0, GetSaveLoadErrorString());
01002         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01003       } else {
01004         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01005           StartupEngines();
01006         }
01007         /* Update the local company for a loaded game. It is either always
01008          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01009         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01010         /* Execute the game-start script */
01011         IConsoleCmdExec("exec scripts/game_start.scr 0");
01012         /* Decrease pause counter (was increased from opening load dialog) */
01013         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01014 #ifdef ENABLE_NETWORK
01015         if (_network_server) {
01016           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01017         }
01018 #endif /* ENABLE_NETWORK */
01019       }
01020       break;
01021     }
01022 
01023     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01024 #ifdef ENABLE_NETWORK
01025       if (_network_server) {
01026         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01027       }
01028 #endif /* ENABLE_NETWORK */
01029       MakeNewGame(true, true);
01030       break;
01031 
01032     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01033       SetLocalCompany(OWNER_NONE);
01034 
01035       GenerateWorld(GW_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01036       MarkWholeScreenDirty();
01037       break;
01038 
01039     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01040       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01041         SetLocalCompany(OWNER_NONE);
01042         _settings_newgame.game_creation.starting_year = _cur_year;
01043         /* Cancel the saveload pausing */
01044         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01045       } else {
01046         SetDParamStr(0, GetSaveLoadErrorString());
01047         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01048       }
01049       break;
01050     }
01051 
01052     case SM_MENU: // Switch to game intro menu
01053       LoadIntroGame();
01054       break;
01055 
01056     case SM_SAVE: // Save game
01057       /* Make network saved games on pause compatible to singleplayer */
01058       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01059         SetDParamStr(0, GetSaveLoadErrorString());
01060         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01061       } else {
01062         DeleteWindowById(WC_SAVELOAD, 0);
01063       }
01064       break;
01065 
01066     case SM_GENRANDLAND: // Generate random land within scenario editor
01067       SetLocalCompany(OWNER_NONE);
01068       GenerateWorld(GW_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01069       /* XXX: set date */
01070       MarkWholeScreenDirty();
01071       break;
01072 
01073     default: NOT_REACHED();
01074   }
01075 
01076   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01077     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
01078   }
01079 }
01080 
01081 
01087 void StateGameLoop()
01088 {
01089   /* dont execute the state loop during pause */
01090   if (_pause_mode != PM_UNPAUSED) {
01091     CallWindowTickEvent();
01092     return;
01093   }
01094   if (IsGeneratingWorld()) return;
01095 
01096   ClearStorageChanges(false);
01097 
01098   if (_game_mode == GM_EDITOR) {
01099     RunTileLoop();
01100     CallVehicleTicks();
01101     CallLandscapeTick();
01102     ClearStorageChanges(true);
01103 
01104     CallWindowTickEvent();
01105     NewsLoop();
01106   } else {
01107     /* Temporary strict checking of the road stop cache entries */
01108     const RoadStop *rs;
01109     FOR_ALL_ROADSTOPS(rs) {
01110       if (IsStandardRoadStopTile(rs->xy)) continue;
01111 
01112       assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01113       rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01114       rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01115     }
01116 
01117     if (_debug_desync_level > 1) {
01118       Vehicle *v;
01119       FOR_ALL_VEHICLES(v) {
01120         if (v != v->First()) continue;
01121 
01122         switch (v->type) {
01123           case VEH_ROAD: {
01124             RoadVehicle *rv = RoadVehicle::From(v);
01125             RoadVehicleCache cache = rv->rcache;
01126             RoadVehUpdateCache(rv);
01127 
01128             if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
01129               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01130             }
01131           } break;
01132 
01133           case VEH_TRAIN: {
01134             uint length = 0;
01135             Train *t = Train::From(v);
01136             for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
01137 
01138             TrainCache *wagons = MallocT<TrainCache>(length);
01139             length = 0;
01140             for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
01141 
01142             TrainConsistChanged(t, true);
01143 
01144             length = 0;
01145             for (Train *u = t; u != NULL; u = u->Next()) {
01146               if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
01147                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
01148               }
01149               length++;
01150             }
01151 
01152             free(wagons);
01153           } break;
01154 
01155           case VEH_AIRCRAFT: {
01156             Aircraft *a = Aircraft::From(v);
01157             AircraftCache cache = a->acache;
01158             UpdateAircraftCache(a);
01159 
01160             if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
01161               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
01162             }
01163           } break;
01164 
01165           default:
01166             break;
01167         }
01168       }
01169     }
01170 
01171     /* Check whether the caches are still valid */
01172     Vehicle *v;
01173     FOR_ALL_VEHICLES(v) {
01174       byte buff[sizeof(VehicleCargoList)];
01175       memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01176       v->cargo.InvalidateCache();
01177       assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01178     }
01179 
01180     Station *st;
01181     FOR_ALL_STATIONS(st) {
01182       for (CargoID c = 0; c < NUM_CARGO; c++) {
01183         byte buff[sizeof(StationCargoList)];
01184         memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01185         st->goods[c].cargo.InvalidateCache();
01186         assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01187       }
01188     }
01189 
01190     /* All these actions has to be done from OWNER_NONE
01191      *  for multiplayer compatibility */
01192     CompanyID old_company = _current_company;
01193     _current_company = OWNER_NONE;
01194 
01195     AnimateAnimatedTiles();
01196     IncreaseDate();
01197     RunTileLoop();
01198     CallVehicleTicks();
01199     CallLandscapeTick();
01200     ClearStorageChanges(true);
01201 
01202     AI::GameLoop();
01203 
01204     CallWindowTickEvent();
01205     NewsLoop();
01206     _current_company = old_company;
01207   }
01208 }
01209 
01212 static void DoAutosave()
01213 {
01214   char buf[MAX_PATH];
01215 
01216 #if defined(PSP)
01217   /* Autosaving in networking is too time expensive for the PSP */
01218   if (_networking) return;
01219 #endif /* PSP */
01220 
01221   if (_settings_client.gui.keep_all_autosave) {
01222     GenerateDefaultSaveName(buf, lastof(buf));
01223     strecat(buf, ".sav", lastof(buf));
01224   } else {
01225     static int _autosave_ctr = 0;
01226 
01227     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01228     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01229 
01230     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01231   }
01232 
01233   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01234   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01235     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, 0, 0);
01236   }
01237 }
01238 
01239 void GameLoop()
01240 {
01241   ProcessAsyncSaveFinish();
01242 
01243   /* autosave game? */
01244   if (_do_autosave) {
01245     _do_autosave = false;
01246     DoAutosave();
01247     RedrawAutosave();
01248   }
01249 
01250   /* switch game mode? */
01251   if (_switch_mode != SM_NONE) {
01252     SwitchToMode(_switch_mode);
01253     _switch_mode = SM_NONE;
01254   }
01255 
01256   IncreaseSpriteLRU();
01257   InteractiveRandom();
01258 
01259   extern int _caret_timer;
01260   _caret_timer += 3;
01261   _palette_animation_counter += 8;
01262   CursorTick();
01263 
01264 #ifdef ENABLE_NETWORK
01265   /* Check for UDP stuff */
01266   if (_network_available) NetworkUDPGameLoop();
01267 
01268   if (_networking && !IsGeneratingWorld()) {
01269     /* Multiplayer */
01270     NetworkGameLoop();
01271   } else {
01272     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01273       /* This means that we want to reconnect to the last host
01274        * We do this here, because it means that the network is really closed */
01275       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01276     }
01277     /* Singleplayer */
01278     StateGameLoop();
01279   }
01280 #else
01281   StateGameLoop();
01282 #endif /* ENABLE_NETWORK */
01283 
01284   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01285 
01286   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
01287 
01288   InputLoop();
01289 
01290   _sound_driver->MainLoop();
01291   MusicLoop();
01292 }

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