/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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 .
*/
/** @file openttd.cpp Functions related to starting OpenTTD. */
#include "stdafx.h"
#include "blitter/factory.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "fontcache.h"
#include "error.h"
#include "gui.h"
#include "base_media_base.h"
#include "saveload/saveload.h"
#include "company_func.h"
#include "command_func.h"
#include "news_func.h"
#include "fios.h"
#include "aircraft.h"
#include "roadveh.h"
#include "train.h"
#include "ship.h"
#include "console_func.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "ai/ai.hpp"
#include "ai/ai_config.hpp"
#include "settings_func.h"
#include "genworld.h"
#include "progress.h"
#include "strings_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "gamelog.h"
#include "animated_tile_func.h"
#include "roadstop_base.h"
#include "elrail_func.h"
#include "rev.h"
#include "highscore.h"
#include "station_base.h"
#include "crashlog.h"
#include "engine_func.h"
#include "core/random_func.hpp"
#include "rail_gui.h"
#include "road_gui.h"
#include "core/backup_type.hpp"
#include "hotkeys.h"
#include "newgrf.h"
#include "misc/getoptdata.h"
#include "game/game.hpp"
#include "game/game_config.hpp"
#include "town.h"
#include "subsidy_func.h"
#include "gfx_layout.h"
#include "viewport_func.h"
#include "viewport_sprite_sorter.h"
#include "framerate_type.h"
#include "industry.h"
#include "linkgraph/linkgraphschedule.h"
#include
#include
#include "safeguards.h"
#ifdef __EMSCRIPTEN__
# include
# include
#endif
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
void CallWindowGameTickEvent();
bool HandleBootstrap();
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void ShowOSErrorBox(const char *buf, bool system);
extern char *_config_file;
bool _save_config = false;
/**
* Error handling for fatal user errors.
* @param s the string to print.
* @note Does NEVER return.
*/
void CDECL usererror(const char *s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
ShowOSErrorBox(buf, false);
if (VideoDriver::GetInstance() != nullptr) VideoDriver::GetInstance()->Stop();
#ifdef __EMSCRIPTEN__
emscripten_exit_pointerlock();
/* In effect, the game ends here. As emscripten_set_main_loop() caused
* the stack to be unwound, the code after MainLoop() in
* openttd_main() is never executed. */
EM_ASM(if (window["openttd_syncfs"]) openttd_syncfs());
EM_ASM(if (window["openttd_abort"]) openttd_abort());
#endif
exit(1);
}
/**
* Error handling for fatal non-user errors.
* @param s the string to print.
* @note Does NEVER return.
*/
void CDECL error(const char *s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
ShowOSErrorBox(buf, true);
}
/* Set the error message for the crash log and then invoke it. */
CrashLog::SetErrorMessage(buf);
abort();
}
/**
* Shows some information on the console/a popup box depending on the OS.
* @param str the text to show.
*/
void CDECL ShowInfoF(const char *str, ...)
{
va_list va;
char buf[1024];
va_start(va, str);
vseprintf(buf, lastof(buf), str, va);
va_end(va);
ShowInfo(buf);
}
/**
* Show the help message when someone passed a wrong parameter.
*/
static void ShowHelp()
{
char buf[8192];
char *p = buf;
p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
p = strecpy(p,
"\n"
"\n"
"Command line options:\n"
" -v drv = Set video driver (see below)\n"
" -s drv = Set sound driver (see below) (param bufsize,hz)\n"
" -m drv = Set music driver (see below)\n"
" -b drv = Set the blitter to use (see below)\n"
" -r res = Set resolution (for instance 800x600)\n"
" -h = Display this help text\n"
" -t year = Set starting year\n"
" -d [[fac=]lvl[,...]]= Debug mode\n"
" -e = Start Editor\n"
" -g [savegame] = Start new/save game immediately\n"
" -G seed = Set random seed\n"
" -n [ip:port#company]= Join network game\n"
" -p password = Password to join server\n"
" -P password = Password to join company\n"
" -D [ip][:port] = Start dedicated server\n"
" -l ip[:port] = Redirect DEBUG()\n"
#if !defined(_WIN32)
" -f = Fork into the background (dedicated only)\n"
#endif
" -I graphics_set = Force the graphics set (see below)\n"
" -S sounds_set = Force the sounds set (see below)\n"
" -M music_set = Force the music set (see below)\n"
" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
" -x = Never save configuration changes to disk\n"
" -q savegame = Write some information about the savegame and exit\n"
"\n",
lastof(buf)
);
/* List the graphics packs */
p = BaseGraphics::GetSetsList(p, lastof(buf));
/* List the sounds packs */
p = BaseSounds::GetSetsList(p, lastof(buf));
/* List the music packs */
p = BaseMusic::GetSetsList(p, lastof(buf));
/* List the drivers */
p = DriverFactoryBase::GetDriversInfo(p, lastof(buf));
/* List the blitters */
p = BlitterFactory::GetBlittersInfo(p, lastof(buf));
/* List the debug facilities. */
p = DumpDebugFacilityNames(p, lastof(buf));
/* We need to initialize the AI, so it finds the AIs */
AI::Initialize();
p = AI::GetConsoleList(p, lastof(buf), true);
AI::Uninitialize(true);
/* We need to initialize the GameScript, so it finds the GSs */
Game::Initialize();
p = Game::GetConsoleList(p, lastof(buf), true);
Game::Uninitialize(true);
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(_WIN32)
printf("%s\n", buf);
#else
ShowInfo(buf);
#endif
}
static void WriteSavegameInfo(const char *name)
{
extern SaveLoadVersion _sl_version;
uint32 last_ottd_rev = 0;
byte ever_modified = 0;
bool removed_newgrfs = false;
GamelogInfo(_load_check_data.gamelog_action, _load_check_data.gamelog_actions, &last_ottd_rev, &ever_modified, &removed_newgrfs);
char buf[8192];
char *p = buf;
p += seprintf(p, lastof(buf), "Name: %s\n", name);
p += seprintf(p, lastof(buf), "Savegame ver: %d\n", _sl_version);
p += seprintf(p, lastof(buf), "NewGRF ver: 0x%08X\n", last_ottd_rev);
p += seprintf(p, lastof(buf), "Modified: %d\n", ever_modified);
if (removed_newgrfs) {
p += seprintf(p, lastof(buf), "NewGRFs have been removed\n");
}
p = strecpy(p, "NewGRFs:\n", lastof(buf));
if (_load_check_data.HasNewGrfs()) {
for (GRFConfig *c = _load_check_data.grfconfig; c != nullptr; c = c->next) {
char md5sum[33];
md5sumToString(md5sum, lastof(md5sum), HasBit(c->flags, GCF_COMPATIBLE) ? c->original_md5sum : c->ident.md5sum);
p += seprintf(p, lastof(buf), "%08X %s %s\n", c->ident.grfid, md5sum, c->filename);
}
}
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(_WIN32)
printf("%s\n", buf);
#else
ShowInfo(buf);
#endif
}
/**
* Extract the resolution from the given string and store
* it in the 'res' parameter.
* @param res variable to store the resolution in.
* @param s the string to decompose.
*/
static void ParseResolution(Dimension *res, const char *s)
{
const char *t = strchr(s, 'x');
if (t == nullptr) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res->width = max(strtoul(s, nullptr, 0), 64UL);
res->height = max(strtoul(t + 1, nullptr, 0), 64UL);
}
/**
* Uninitializes drivers, frees allocated memory, cleans pools, ...
* Generally, prepares the game for shutting down
*/
static void ShutdownGame()
{
IConsoleFree();
if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
DriverFactoryBase::ShutdownDrivers();
UnInitWindowSystem();
/* stop the scripts */
AI::Uninitialize(false);
Game::Uninitialize(false);
/* Uninitialize variables that are allocated dynamically */
GamelogReset();
free(_config_file);
LinkGraphSchedule::Clear();
PoolBase::Clean(PT_ALL);
/* No NewGRFs were loaded when it was still bootstrapping. */
if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
/* Close all and any open filehandles */
FioCloseAll();
UninitFreeType();
}
/**
* Load the introduction game.
* @param load_newgrfs Whether to load the NewGRFs or not.
*/
static void LoadIntroGame(bool load_newgrfs = true)
{
_game_mode = GM_MENU;
if (load_newgrfs) ResetGRFConfig(false);
/* Setup main window */
ResetWindowSystem();
SetupColoursAndInitialWindow();
/* Load the default opening screen savegame */
if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
WaitTillGeneratedWorld();
SetLocalCompany(COMPANY_SPECTATOR);
} else {
SetLocalCompany(COMPANY_FIRST);
}
FixTitleGameZoom();
_pause_mode = PM_UNPAUSED;
_cursor.fix_at = false;
CheckForMissingGlyphs();
MusicLoop(); // ensure music is correct
}
void MakeNewgameSettingsLive()
{
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != nullptr) {
delete _settings_game.ai_config[c];
}
}
if (_settings_game.game_config != nullptr) {
delete _settings_game.game_config;
}
/* Copy newgame settings to active settings.
* Also initialise old settings needed for savegame conversion. */
_settings_game = _settings_newgame;
_old_vds = _settings_client.company.vehicle;
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
_settings_game.ai_config[c] = nullptr;
if (_settings_newgame.ai_config[c] != nullptr) {
_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
if (!AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->HasScript()) {
AIConfig::GetConfig(c, AIConfig::SSS_FORCE_GAME)->Change(nullptr);
}
}
}
_settings_game.game_config = nullptr;
if (_settings_newgame.game_config != nullptr) {
_settings_game.game_config = new GameConfig(_settings_newgame.game_config);
}
}
void OpenBrowser(const char *url)
{
/* Make sure we only accept urls that are sure to open a browser. */
if (strstr(url, "http://") != url && strstr(url, "https://") != url) return;
extern void OSOpenBrowser(const char *url);
OSOpenBrowser(url);
}
/** Callback structure of statements to be executed after the NewGRF scan. */
struct AfterNewGRFScan : NewGRFScanCallback {
Year startyear; ///< The start year.
uint32 generation_seed; ///< Seed for the new game.
char *dedicated_host; ///< Hostname for the dedicated server.
uint16 dedicated_port; ///< Port for the dedicated server.
char *network_conn; ///< Information about the server to connect to, or nullptr.
const char *join_server_password; ///< The password to join the server with.
const char *join_company_password; ///< The password to join the company with.
bool save_config; ///< The save config setting.
/**
* Create a new callback.
*/
AfterNewGRFScan() :
startyear(INVALID_YEAR), generation_seed(GENERATE_NEW_SEED),
dedicated_host(nullptr), dedicated_port(0), network_conn(nullptr),
join_server_password(nullptr), join_company_password(nullptr),
save_config(true)
{
/* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
* if it's placed outside a member function, directly in the struct body. */
assert_compile(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
}
virtual void OnNewGRFsScanned()
{
ResetGRFConfig(false);
TarScanner::DoScan(TarScanner::SCENARIO);
AI::Initialize();
Game::Initialize();
/* We want the new (correct) NewGRF count to survive the loading. */
uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
LoadFromConfig();
_settings_client.gui.last_newgrf_count = last_newgrf_count;
/* Since the default for the palette might have changed due to
* reading the configuration file, recalculate that now. */
UpdateNewGRFConfigPalette();
Game::Uninitialize(true);
AI::Uninitialize(true);
LoadFromHighScore();
LoadHotkeysFromConfig();
WindowDesc::LoadFromConfig();
/* We have loaded the config, so we may possibly save it. */
_save_config = save_config;
/* restore saved music volume */
MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);
if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
if (dedicated_host != nullptr) {
_network_bind_list.clear();
_network_bind_list.emplace_back(dedicated_host);
}
if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
/* initialize the ingame console */
IConsoleInit();
InitializeGUI();
IConsoleCmdExec("exec scripts/autoexec.scr 0");
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
if (_network_available && network_conn != nullptr) {
const char *port = nullptr;
const char *company = nullptr;
uint16 rport = NETWORK_DEFAULT_PORT;
CompanyID join_as = COMPANY_NEW_COMPANY;
ParseConnectionString(&company, &port, network_conn);
if (company != nullptr) {
join_as = (CompanyID)atoi(company);
if (join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) {
delete this;
return;
}
}
}
if (port != nullptr) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
}
/* After the scan we're not used anymore. */
delete this;
}
};
#if defined(UNIX)
extern void DedicatedFork();
#endif
/** Options of OpenTTD. */
static const OptionData _options[] = {
GETOPT_SHORT_VALUE('I'),
GETOPT_SHORT_VALUE('S'),
GETOPT_SHORT_VALUE('M'),
GETOPT_SHORT_VALUE('m'),
GETOPT_SHORT_VALUE('s'),
GETOPT_SHORT_VALUE('v'),
GETOPT_SHORT_VALUE('b'),
GETOPT_SHORT_OPTVAL('D'),
GETOPT_SHORT_OPTVAL('n'),
GETOPT_SHORT_VALUE('l'),
GETOPT_SHORT_VALUE('p'),
GETOPT_SHORT_VALUE('P'),
#if !defined(_WIN32)
GETOPT_SHORT_NOVAL('f'),
#endif
GETOPT_SHORT_VALUE('r'),
GETOPT_SHORT_VALUE('t'),
GETOPT_SHORT_OPTVAL('d'),
GETOPT_SHORT_NOVAL('e'),
GETOPT_SHORT_OPTVAL('g'),
GETOPT_SHORT_VALUE('G'),
GETOPT_SHORT_VALUE('c'),
GETOPT_SHORT_NOVAL('x'),
GETOPT_SHORT_VALUE('q'),
GETOPT_SHORT_NOVAL('h'),
GETOPT_END()
};
/**
* Main entry point for this lovely game.
* @param argc The number of arguments passed to this game.
* @param argv The values of the arguments.
* @return 0 when there is no error.
*/
int openttd_main(int argc, char *argv[])
{
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 scanner(new AfterNewGRFScan());
bool dedicated = false;
char *debuglog_conn = nullptr;
extern bool _dedicated_forks;
_dedicated_forks = false;
std::unique_lock modal_work_lock(_modal_progress_work_mutex, std::defer_lock);
std::unique_lock modal_paint_lock(_modal_progress_paint_mutex, std::defer_lock);
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_config_file = nullptr;
GetOptData mgo(argc - 1, argv + 1, _options);
int ret = 0;
int i;
while ((i = mgo.GetOpt()) != -1) {
switch (i) {
case 'I': 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=6");
if (mgo.opt != nullptr) {
/* Use the existing method for parsing (openttd -n).
* However, we do ignore the #company part. */
const char *temp = nullptr;
const char *port = nullptr;
ParseConnectionString(&temp, &port, mgo.opt);
if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
if (port != nullptr) scanner->dedicated_port = atoi(port);
}
break;
case 'f': _dedicated_forks = true; break;
case 'n':
scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset
break;
case 'l':
debuglog_conn = mgo.opt;
break;
case 'p':
scanner->join_server_password = mgo.opt;
break;
case 'P':
scanner->join_company_password = mgo.opt;
break;
case 'r': ParseResolution(&resolution, mgo.opt); break;
case 't': scanner->startyear = atoi(mgo.opt); break;
case 'd': {
#if defined(_WIN32)
CreateConsole();
#endif
if (mgo.opt != nullptr) SetDebugString(mgo.opt);
break;
}
case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
case 'g':
if (mgo.opt != nullptr) {
_file_to_saveload.SetName(mgo.opt);
bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
_file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);
/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
const char *t = strrchr(_file_to_saveload.name, '.');
if (t != nullptr) {
FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, nullptr, nullptr);
if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
}
break;
}
_switch_mode = SM_NEWGAME;
/* Give a random map if no seed has been given */
if (scanner->generation_seed == GENERATE_NEW_SEED) {
scanner->generation_seed = InteractiveRandom();
}
break;
case 'q': {
DeterminePaths(argv[0]);
if (StrEmpty(mgo.opt)) {
ret = 1;
return ret;
}
char title[80];
title[0] = '\0';
FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));
_load_check_data.Clear();
SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
if (res != SL_OK || _load_check_data.HasErrors()) {
fprintf(stderr, "Failed to open savegame\n");
if (_load_check_data.HasErrors()) {
char buf[256];
SetDParamStr(0, _load_check_data.error_data);
GetString(buf, _load_check_data.error, lastof(buf));
fprintf(stderr, "%s\n", buf);
}
return ret;
}
WriteSavegameInfo(title);
return ret;
}
case 'G': scanner->generation_seed = strtoul(mgo.opt, nullptr, 10); break;
case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
case 'x': scanner->save_config = false; break;
case 'h':
i = -2; // Force printing of help.
break;
}
if (i == -2) break;
}
if (i == -2 || mgo.numleft > 0) {
/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
* In all cases, print the help, and exit.
*
* The next two functions are needed to list the graphics sets. We can't do them earlier
* because then we cannot show it on the debug console as that hasn't been configured yet. */
DeterminePaths(argv[0]);
TarScanner::DoScan(TarScanner::BASESET);
BaseGraphics::FindSets();
BaseSounds::FindSets();
BaseMusic::FindSets();
ShowHelp();
return ret;
}
DeterminePaths(argv[0]);
TarScanner::DoScan(TarScanner::BASESET);
if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#if defined(UNIX)
/* We must fork here, or we'll end up without some resources we need (like sockets) */
if (_dedicated_forks) DedicatedFork();
#endif
LoadFromConfig(true);
if (resolution.width != 0) _cur_resolution = resolution;
/*
* The width and height must be at least 1 pixel and width times
* height times bytes per pixel must still fit within a 32 bits
* integer, even for 32 bpp video modes. This way all internal
* drawing routines work correctly.
*/
_cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2);
_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
/* Assume the cursor starts within the game as not all video drivers
* get an event that the cursor is within the window when it is opened.
* Saying the cursor is there makes no visible difference as it would
* just be out of the bounds of the window. */
_cursor.in_window = true;
/* enumerate language files */
InitializeLanguagePacks();
/* Initialize the regular font for FreeType */
InitFreeType(false);
/* This must be done early, since functions use the SetWindowDirty* calls */
InitWindowSystem();
BaseGraphics::FindSets();
if (graphics_set.empty() && !BaseGraphics::ini_set.empty()) graphics_set = BaseGraphics::ini_set;
if (!BaseGraphics::SetSet(graphics_set)) {
if (!graphics_set.empty()) {
BaseGraphics::SetSet({});
ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
msg.SetDParamStr(0, graphics_set.c_str());
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 '%s'; does it exist?", blitter.c_str());
}
}
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;
NetworkStartUp(); // initialize network-core
if (debuglog_conn != nullptr && _network_available) {
const char *not_used = nullptr;
const char *port = nullptr;
uint16 rport;
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
ParseConnectionString(¬_used, &port, debuglog_conn);
if (port != nullptr) rport = atoi(port);
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
}
if (!HandleBootstrap()) {
ShutdownGame();
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::SetSet(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.c_str());
ScheduleErrorMessage(msg);
}
}
BaseMusic::FindSets();
if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
if (!BaseMusic::SetSet(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.c_str());
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);
/* Take our initial lock on whatever we might want to do! */
try {
modal_work_lock.lock();
modal_paint_lock.lock();
} catch (const std::system_error&) {
/* If there is some error we assume that threads aren't usable on the system we run. */
extern bool _use_threaded_modal_progress; // From progress.cpp
_use_threaded_modal_progress = false;
}
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
WaitTillGeneratedWorld();
LoadIntroGame(false);
CheckForMissingGlyphs();
/* ScanNewGRFFiles now has control over the scanner. */
ScanNewGRFFiles(scanner.release());
VideoDriver::GetInstance()->MainLoop();
WaitTillSaved();
WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined.
/* only save config if we have to */
if (_save_config) {
SaveToConfig();
SaveHotkeysToConfig();
WindowDesc::SaveToConfig();
SaveToHighScore();
}
/* Reset windowing system, stop drivers, free used memory, ... */
ShutdownGame();
return ret;
}
void HandleExitGameRequest()
{
if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_settings_client.gui.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
}
static void MakeNewGameDone()
{
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
/* In a dedicated server, the server does not play */
if (!VideoDriver::GetInstance()->HasGUI()) {
SetLocalCompany(COMPANY_SPECTATOR);
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
IConsoleCmdExec("exec scripts/game_start.scr 0");
return;
}
/* Create a single company */
DoStartupNewCompany(false);
Company *c = Company::Get(COMPANY_FIRST);
c->settings = _settings_client.company;
/* Overwrite color from settings if needed
* COLOUR_END corresponds to Random colour */
if (_settings_client.gui.starting_colour != COLOUR_END) {
c->colour = _settings_client.gui.starting_colour;
ResetCompanyLivery(c);
_company_colours[c->index] = (Colours)c->colour;
}
IConsoleCmdExec("exec scripts/game_start.scr 0");
SetLocalCompany(COMPANY_FIRST);
InitializeRailGUI();
InitializeRoadGUI();
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
}
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
CheckEngines();
CheckIndustries();
MarkWholeScreenDirty();
}
static void MakeNewGame(bool from_heightmap, bool reset_settings)
{
_game_mode = GM_NORMAL;
ResetGRFConfig(true);
GenerateWorldSetCallback(&MakeNewGameDone);
GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
}
static void MakeNewEditorWorldDone()
{
SetLocalCompany(OWNER_NONE);
}
static void MakeNewEditorWorld()
{
_game_mode = GM_EDITOR;
ResetGRFConfig(true);
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
}
/**
* Load the specified savegame but on error do different things.
* If loading fails due to corrupt savegame, bad version, etc. go back to
* a previous correct state. In the menu for example load the intro game again.
* @param filename file to be loaded
* @param fop mode of loading, always SLO_LOAD
* @param newgm switch to this mode of loading fails due to some unknown error
* @param subdir default directory to look for filename, set to 0 if not needed
* @param lf Load filter to use, if nullptr: use filename + subdir.
*/
bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr)
{
assert(fop == SLO_LOAD);
assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
GameMode ogm = _game_mode;
_game_mode = newgm;
switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) {
case SL_OK: return true;
case SL_REINIT:
if (_network_dedicated) {
/*
* We need to reinit a network map...
* We can't simply load the intro game here as that game has many
* special cases which make clients desync immediately. So we fall
* back to just generating a new game with the current settings.
*/
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
MakeNewGame(false, true);
return false;
}
if (_network_server) {
/* We can't load the intro game as server, so disconnect first. */
NetworkDisconnect();
}
switch (ogm) {
default:
case GM_MENU: LoadIntroGame(); break;
case GM_EDITOR: MakeNewEditorWorld(); break;
}
return false;
default:
_game_mode = ogm;
return false;
}
}
void SwitchToMode(SwitchMode new_mode)
{
/* If we are saving something, the network stays in his current state */
if (new_mode != SM_SAVE_GAME) {
/* If the network is active, make it not-active */
if (_networking) {
if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
NetworkReboot();
} else {
NetworkDisconnect();
}
}
/* If we are a server, we restart the server */
if (_is_network_server) {
/* But not if we are going to the menu */
if (new_mode != SM_MENU) {
/* check if we should reload the config */
if (_settings_client.network.reload_cfg) {
LoadFromConfig();
MakeNewgameSettingsLive();
ResetGRFConfig(false);
}
NetworkServerStart();
} else {
/* This client no longer wants to be a network-server */
_is_network_server = false;
}
}
}
/* Make sure all AI controllers are gone at quitting game */
if (new_mode != SM_SAVE_GAME) AI::KillAll();
switch (new_mode) {
case SM_EDITOR: // Switch to scenario editor
MakeNewEditorWorld();
break;
case SM_RESTARTGAME: // Restart --> Current settings preserved
if (_file_to_saveload.abstract_ftype == FT_SAVEGAME || _file_to_saveload.abstract_ftype == FT_SCENARIO) {
/* Restart 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;
}
/* No break here, to enter the next case:
* Restart --> 'Random game' with current settings */
FALLTHROUGH;
case SM_NEWGAME: // New Game --> 'Random game'
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
}
MakeNewGame(false, new_mode == SM_NEWGAME);
break;
case SM_LOAD_GAME: { // Load game, Play Scenario
ResetGRFConfig(true);
ResetWindowSystem();
if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {
if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
EngineOverrideManager::ResetToCurrentNewGRFConfig();
}
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
/* Execute the game-start script */
IConsoleCmdExec("exec scripts/game_start.scr 0");
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
}
}
break;
}
case SM_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
if (_network_server) {
seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
}
MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
break;
case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
SetLocalCompany(OWNER_NONE);
GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
MarkWholeScreenDirty();
break;
case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
SetLocalCompany(OWNER_NONE);
_settings_newgame.game_creation.starting_year = _cur_year;
/* Cancel the saveload pausing */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
} else {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
}
break;
}
case SM_MENU: // Switch to game intro menu
LoadIntroGame();
if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
BaseSounds::ini_set = BaseSounds::GetUsedSet()->name;
}
break;
case SM_SAVE_GAME: // Save game.
/* Make network saved games on pause compatible to singleplayer */
if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
}
break;
case SM_SAVE_HEIGHTMAP: // Save heightmap.
MakeHeightmapScreenshot(_file_to_saveload.name);
DeleteWindowById(WC_SAVELOAD, 0);
break;
case SM_GENRANDLAND: // Generate random land within scenario editor
SetLocalCompany(OWNER_NONE);
GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
/* XXX: set date */
MarkWholeScreenDirty();
break;
default: NOT_REACHED();
}
}
/**
* Check the validity of some of the caches.
* Especially in the sense of desyncs between
* the cached value and what the value would
* be when calculated from the 'base' data.
*/
static void CheckCaches()
{
/* Return here so it is easy to add checks that are run
* always to aid testing of caches. */
if (_debug_desync_level <= 1) return;
/* Check the town caches. */
std::vector old_town_caches;
for (const Town *t : Town::Iterate()) {
old_town_caches.push_back(t->cache);
}
extern void RebuildTownCaches();
RebuildTownCaches();
RebuildSubsidisedSourceAndDestinationCache();
uint i = 0;
for (Town *t : Town::Iterate()) {
if (MemCmpT(old_town_caches.data() + i, &t->cache) != 0) {
DEBUG(desync, 2, "town cache mismatch: town %i", (int)t->index);
}
i++;
}
/* Check company infrastructure cache. */
std::vector old_infrastructure;
for (const Company *c : Company::Iterate()) old_infrastructure.push_back(c->infrastructure);
extern void AfterLoadCompanyStats();
AfterLoadCompanyStats();
i = 0;
for (const Company *c : Company::Iterate()) {
if (MemCmpT(old_infrastructure.data() + i, &c->infrastructure) != 0) {
DEBUG(desync, 2, "infrastructure cache mismatch: company %i", (int)c->index);
}
i++;
}
/* Strict checking of the road stop cache entries */
for (const RoadStop *rs : RoadStop::Iterate()) {
if (IsStandardRoadStopTile(rs->xy)) continue;
assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
}
for (Vehicle *v : Vehicle::Iterate()) {
extern void FillNewGRFVehicleCache(const Vehicle *v);
if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
uint length = 0;
for (const Vehicle *u = v; u != nullptr; u = u->Next()) length++;
NewGRFCache *grf_cache = CallocT(length);
VehicleCache *veh_cache = CallocT(length);
GroundVehicleCache *gro_cache = CallocT(length);
TrainCache *tra_cache = CallocT(length);
length = 0;
for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
FillNewGRFVehicleCache(u);
grf_cache[length] = u->grf_cache;
veh_cache[length] = u->vcache;
switch (u->type) {
case VEH_TRAIN:
gro_cache[length] = Train::From(u)->gcache;
tra_cache[length] = Train::From(u)->tcache;
break;
case VEH_ROAD:
gro_cache[length] = RoadVehicle::From(u)->gcache;
break;
default:
break;
}
length++;
}
switch (v->type) {
case VEH_TRAIN: Train::From(v)->ConsistChanged(CCF_TRACK); break;
case VEH_ROAD: RoadVehUpdateCache(RoadVehicle::From(v)); break;
case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v)); break;
case VEH_SHIP: Ship::From(v)->UpdateCache(); break;
default: break;
}
length = 0;
for (const Vehicle *u = v; u != nullptr; u = u->Next()) {
FillNewGRFVehicleCache(u);
if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
}
if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
}
switch (u->type) {
case VEH_TRAIN:
if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
}
if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
}
break;
case VEH_ROAD:
if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
}
break;
default:
break;
}
length++;
}
free(grf_cache);
free(veh_cache);
free(gro_cache);
free(tra_cache);
}
/* Check whether the caches are still valid */
for (Vehicle *v : Vehicle::Iterate()) {
byte buff[sizeof(VehicleCargoList)];
memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
v->cargo.InvalidateCache();
assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
}
/* Backup stations_near */
std::vector old_town_stations_near;
for (Town *t : Town::Iterate()) old_town_stations_near.push_back(t->stations_near);
std::vector old_industry_stations_near;
for (Industry *ind : Industry::Iterate()) old_industry_stations_near.push_back(ind->stations_near);
for (Station *st : Station::Iterate()) {
for (CargoID c = 0; c < NUM_CARGO; c++) {
byte buff[sizeof(StationCargoList)];
memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
st->goods[c].cargo.InvalidateCache();
assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
}
/* Check docking tiles */
TileArea ta;
std::map docking_tiles;
TILE_AREA_LOOP(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 %i, company %i", st->index, (int)st->owner);
}
TILE_AREA_LOOP(tile, ta) {
if (docking_tiles[tile] != IsDockingTile(tile)) {
DEBUG(desync, 2, "docking tile mismatch: tile %i", (int)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 %i", 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 %i", 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 %i", 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 */
if (_pause_mode != PM_UNPAUSED) {
PerformanceMeasurer::Paused(PFE_GAMELOOP);
PerformanceMeasurer::Paused(PFE_GL_ECONOMY);
PerformanceMeasurer::Paused(PFE_GL_TRAINS);
PerformanceMeasurer::Paused(PFE_GL_ROADVEHS);
PerformanceMeasurer::Paused(PFE_GL_SHIPS);
PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT);
PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE);
UpdateLandscapingLimits();
#ifndef DEBUG_DUMP_COMMANDS
Game::GameLoop();
#endif
return;
}
PerformanceMeasurer framerate(PFE_GAMELOOP);
PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE);
if (HasModalProgress()) return;
Layouter::ReduceLineCache();
if (_game_mode == GM_EDITOR) {
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
UpdateLandscapingLimits();
CallWindowGameTickEvent();
NewsLoop();
} else {
if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
/* Save the desync savegame if needed. */
char name[MAX_PATH];
seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
}
CheckCaches();
/* All these actions has to be done from OWNER_NONE
* for multiplayer compatibility */
Backup cur_company(_current_company, OWNER_NONE, FILE_LINE);
BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);
AnimateAnimatedTiles();
IncreaseDate();
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);
#ifndef DEBUG_DUMP_COMMANDS
{
PerformanceMeasurer framerate(PFE_ALLSCRIPTS);
AI::GameLoop();
Game::GameLoop();
}
#endif
UpdateLandscapingLimits();
CallWindowGameTickEvent();
NewsLoop();
cur_company.Restore();
}
assert(IsLocalCompany());
}
/**
* Create an autosave. The default name is "autosave#.sav". However with
* the setting 'keep_all_autosave' the name defaults to company-name + date
*/
static void DoAutosave()
{
char buf[MAX_PATH];
if (_settings_client.gui.keep_all_autosave) {
GenerateDefaultSaveName(buf, lastof(buf));
strecat(buf, ".sav", lastof(buf));
} else {
static int _autosave_ctr = 0;
/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
seprintf(buf, lastof(buf), "autosave%d.sav", _autosave_ctr);
if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
if (SaveOrLoad(buf, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR) != SL_OK) {
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
}
}
void GameLoop()
{
if (_game_mode == GM_BOOTSTRAP) {
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
InputLoop();
return;
}
ProcessAsyncSaveFinish();
/* autosave game? */
if (_do_autosave) {
DoAutosave();
_do_autosave = false;
SetWindowDirty(WC_STATUS_BAR, 0);
}
/* switch game mode? */
if (_switch_mode != SM_NONE && !HasModalProgress()) {
SwitchToMode(_switch_mode);
_switch_mode = SM_NONE;
}
IncreaseSpriteLRU();
InteractiveRandom();
/* Check for UDP stuff */
if (_network_available) NetworkBackgroundLoop();
if (_networking && !HasModalProgress()) {
/* Multiplayer */
NetworkGameLoop();
} else {
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();
}
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
InputLoop();
SoundDriver::GetInstance()->MainLoop();
MusicLoop();
}