/* * 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 "linkgraph/linkgraphschedule.h" #include #include #include "safeguards.h" 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; /** * 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(); 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 = Do not automatically save to config file on exit\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_ptr; ///< The pointer to the save config setting. bool save_config; ///< The save config setting. /** * Create a new callback. * @param save_config_ptr Pointer to the save_config local variable which * decides whether to save of exit or not. */ AfterNewGRFScan(bool *save_config_ptr) : 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_ptr(save_config_ptr), 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_ptr = 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[]) { char *musicdriver = nullptr; char *sounddriver = nullptr; char *videodriver = nullptr; char *blitter = nullptr; char *graphics_set = nullptr; char *sounds_set = nullptr; char *music_set = nullptr; Dimension resolution = {0, 0}; /* AfterNewGRFScan sets save_config to true after scanning completed. */ bool save_config = false; AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config); bool dedicated = false; char *debuglog_conn = nullptr; extern bool _dedicated_forks; _dedicated_forks = false; std::unique_lock 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': free(graphics_set); graphics_set = stredup(mgo.opt); break; case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break; case 'M': free(music_set); music_set = stredup(mgo.opt); break; case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break; case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break; case 'v': free(videodriver); videodriver = stredup(mgo.opt); break; case 'b': free(blitter); blitter = stredup(mgo.opt); break; case 'D': free(musicdriver); free(sounddriver); free(videodriver); free(blitter); musicdriver = stredup("null"); sounddriver = stredup("null"); videodriver = stredup("dedicated"); blitter = stredup("null"); dedicated = true; SetDebugString("net=6"); if (mgo.opt != nullptr) { /* Use the existing method for parsing (openttd -n). * However, we do ignore the #company part. */ const char *temp = nullptr; const char *port = nullptr; ParseConnectionString(&temp, &port, mgo.opt); if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt; if (port != nullptr) scanner->dedicated_port = atoi(port); } break; case 'f': _dedicated_forks = true; break; case 'n': scanner->network_conn = mgo.opt; // optional IP parameter, nullptr if unset break; case 'l': debuglog_conn = mgo.opt; break; case 'p': scanner->join_server_password = mgo.opt; break; case 'P': scanner->join_company_password = mgo.opt; break; case 'r': ParseResolution(&resolution, mgo.opt); break; case 't': scanner->startyear = atoi(mgo.opt); break; case 'd': { #if defined(_WIN32) CreateConsole(); #endif if (mgo.opt != nullptr) SetDebugString(mgo.opt); break; } case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break; case 'g': if (mgo.opt != nullptr) { _file_to_saveload.SetName(mgo.opt); bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO; _switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME; _file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE); /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */ const char *t = strrchr(_file_to_saveload.name, '.'); if (t != nullptr) { FiosType ft = FiosGetSavegameListCallback(SLO_LOAD, _file_to_saveload.name, t, nullptr, nullptr); if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft); } break; } _switch_mode = SM_NEWGAME; /* Give a random map if no seed has been given */ if (scanner->generation_seed == GENERATE_NEW_SEED) { scanner->generation_seed = InteractiveRandom(); } break; case 'q': { DeterminePaths(argv[0]); if (StrEmpty(mgo.opt)) { ret = 1; goto exit_noshutdown; } char title[80]; title[0] = '\0'; FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title)); _load_check_data.Clear(); SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false); if (res != SL_OK || _load_check_data.HasErrors()) { fprintf(stderr, "Failed to open savegame\n"); if (_load_check_data.HasErrors()) { char buf[256]; SetDParamStr(0, _load_check_data.error_data); GetString(buf, _load_check_data.error, lastof(buf)); fprintf(stderr, "%s\n", buf); } goto exit_noshutdown; } WriteSavegameInfo(title); goto exit_noshutdown; } case 'G': scanner->generation_seed = strtoul(mgo.opt, nullptr, 10); break; case 'c': free(_config_file); _config_file = stredup(mgo.opt); break; case 'x': scanner->save_config = false; break; case 'h': i = -2; // Force printing of help. break; } if (i == -2) break; } if (i == -2 || mgo.numleft > 0) { /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments. * In all cases, print the help, and exit. * * The next two functions are needed to list the graphics sets. We can't do them earlier * because then we cannot show it on the debug console as that hasn't been configured yet. */ DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); BaseGraphics::FindSets(); BaseSounds::FindSets(); BaseMusic::FindSets(); ShowHelp(); goto exit_noshutdown; } DeterminePaths(argv[0]); TarScanner::DoScan(TarScanner::BASESET); if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision); if (_dedicated_forks && !dedicated) _dedicated_forks = false; #if defined(UNIX) /* We must fork here, or we'll end up without some resources we need (like sockets) */ if (_dedicated_forks) DedicatedFork(); #endif LoadFromConfig(true); if (resolution.width != 0) _cur_resolution = resolution; /* * The width and height must be at least 1 pixel and width times * height times bytes per pixel must still fit within a 32 bits * integer, even for 32 bpp video modes. This way all internal * drawing routines work correctly. */ _cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX / 2); _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2); /* Assume the cursor starts within the game as not all video drivers * get an event that the cursor is within the window when it is opened. * Saying the cursor is there makes no visible difference as it would * just be out of the bounds of the window. */ _cursor.in_window = true; /* enumerate language files */ InitializeLanguagePacks(); /* Initialize the regular font for FreeType */ InitFreeType(false); /* This must be done early, since functions use the SetWindowDirty* calls */ InitWindowSystem(); BaseGraphics::FindSets(); if (graphics_set == nullptr && BaseGraphics::ini_set != nullptr) graphics_set = stredup(BaseGraphics::ini_set); if (!BaseGraphics::SetSet(graphics_set)) { if (!StrEmpty(graphics_set)) { BaseGraphics::SetSet(nullptr); ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND); msg.SetDParamStr(0, graphics_set); ScheduleErrorMessage(msg); } } free(graphics_set); /* Initialize game palette */ GfxInitPalettes(); DEBUG(misc, 1, "Loading blitter..."); if (blitter == nullptr && _ini_blitter != nullptr) blitter = stredup(_ini_blitter); _blitter_autodetected = StrEmpty(blitter); /* Activate the initial blitter. * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one. * - Never guess anything, if the user specified a blitter. (_blitter_autodetected) * - Use 32bpp blitter if baseset or 8bpp-support settings says so. * - Use 8bpp blitter otherwise. */ if (!_blitter_autodetected || (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) || BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) { if (BlitterFactory::SelectBlitter(blitter) == nullptr) { StrEmpty(blitter) ? usererror("Failed to autoprobe blitter") : usererror("Failed to select requested blitter '%s'; does it exist?", blitter); } } free(blitter); if (videodriver == nullptr && _ini_videodriver != nullptr) videodriver = stredup(_ini_videodriver); DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO); free(videodriver); InitializeSpriteSorter(); /* Initialize the zoom level of the screen to normal */ _screen.zoom = ZOOM_LVL_NORMAL; NetworkStartUp(); // initialize network-core if (debuglog_conn != nullptr && _network_available) { const char *not_used = nullptr; const char *port = nullptr; uint16 rport; rport = NETWORK_DEFAULT_DEBUGLOG_PORT; ParseConnectionString(¬_used, &port, debuglog_conn); if (port != nullptr) rport = atoi(port); NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport)); } if (!HandleBootstrap()) { ShutdownGame(); goto exit_bootstrap; } VideoDriver::GetInstance()->ClaimMousePointer(); /* initialize screenshot formats */ InitializeScreenshotFormats(); BaseSounds::FindSets(); if (sounds_set == nullptr && BaseSounds::ini_set != nullptr) sounds_set = stredup(BaseSounds::ini_set); if (!BaseSounds::SetSet(sounds_set)) { if (StrEmpty(sounds_set) || !BaseSounds::SetSet(nullptr)) { usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND); msg.SetDParamStr(0, sounds_set); ScheduleErrorMessage(msg); } } free(sounds_set); BaseMusic::FindSets(); if (music_set == nullptr && BaseMusic::ini_set != nullptr) music_set = stredup(BaseMusic::ini_set); if (!BaseMusic::SetSet(music_set)) { if (StrEmpty(music_set) || !BaseMusic::SetSet(nullptr)) { usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md."); } else { ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND); msg.SetDParamStr(0, music_set); ScheduleErrorMessage(msg); } } free(music_set); if (sounddriver == nullptr && _ini_sounddriver != nullptr) sounddriver = stredup(_ini_sounddriver); DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND); free(sounddriver); if (musicdriver == nullptr && _ini_musicdriver != nullptr) musicdriver = stredup(_ini_musicdriver); DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC); free(musicdriver); /* Take our initial lock on whatever we might want to do! */ try { modal_work_lock.lock(); modal_paint_lock.lock(); } catch (const std::system_error&) { /* If there is some error we assume that threads aren't usable on the system we run. */ extern bool _use_threaded_modal_progress; // From progress.cpp _use_threaded_modal_progress = false; } GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy WaitTillGeneratedWorld(); LoadIntroGame(false); CheckForMissingGlyphs(); /* ScanNewGRFFiles now has control over the scanner. */ ScanNewGRFFiles(scanner); scanner = nullptr; VideoDriver::GetInstance()->MainLoop(); WaitTillSaved(); WaitTillGeneratedWorld(); // Make sure any generate world threads have been joined. /* only save config if we have to */ if (save_config) { SaveToConfig(); SaveHotkeysToConfig(); WindowDesc::SaveToConfig(); SaveToHighScore(); } /* Reset windowing system, stop drivers, free used memory, ... */ ShutdownGame(); goto exit_normal; exit_noshutdown: /* These three are normally freed before bootstrap. */ free(graphics_set); free(videodriver); free(blitter); exit_bootstrap: /* These are normally freed before exit, but after bootstrap. */ free(sounds_set); free(music_set); free(musicdriver); free(sounddriver); exit_normal: free(BaseGraphics::ini_set); free(BaseSounds::ini_set); free(BaseMusic::ini_set); free(_ini_musicdriver); free(_ini_sounddriver); free(_ini_videodriver); free(_ini_blitter); delete scanner; extern FILE *_log_fd; if (_log_fd != nullptr) { fclose(_log_fd); } return ret; } void HandleExitGameRequest() { if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen _exit_game = true; } else if (_settings_client.gui.autosave_on_exit) { DoExitSave(); _exit_game = true; } else { AskExitGame(); } } static void MakeNewGameDone() { SettingsDisableElrail(_settings_game.vehicle.disable_elrails); /* In a dedicated server, the server does not play */ if (!VideoDriver::GetInstance()->HasGUI()) { SetLocalCompany(COMPANY_SPECTATOR); if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); IConsoleCmdExec("exec scripts/game_start.scr 0"); return; } /* Create a single company */ DoStartupNewCompany(false); Company *c = Company::Get(COMPANY_FIRST); c->settings = _settings_client.company; /* Overwrite color from settings if needed * COLOUR_END corresponds to Random colour */ if (_settings_client.gui.starting_colour != COLOUR_END) { c->colour = _settings_client.gui.starting_colour; ResetCompanyLivery(c); _company_colours[c->index] = (Colours)c->colour; } IConsoleCmdExec("exec scripts/game_start.scr 0"); SetLocalCompany(COMPANY_FIRST); InitializeRailGUI(); InitializeRoadGUI(); /* We are the server, we start a new company (not dedicated), * so set the default password *if* needed. */ if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) { NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass); } if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); CheckEngines(); CheckIndustries(); MarkWholeScreenDirty(); } static void MakeNewGame(bool from_heightmap, bool reset_settings) { _game_mode = GM_NORMAL; ResetGRFConfig(true); GenerateWorldSetCallback(&MakeNewGameDone); GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings); } static void MakeNewEditorWorldDone() { SetLocalCompany(OWNER_NONE); } static void MakeNewEditorWorld() { _game_mode = GM_EDITOR; ResetGRFConfig(true); GenerateWorldSetCallback(&MakeNewEditorWorldDone); GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); } /** * Load the specified savegame but on error do different things. * If loading fails due to corrupt savegame, bad version, etc. go back to * a previous correct state. In the menu for example load the intro game again. * @param filename file to be loaded * @param fop mode of loading, always SLO_LOAD * @param newgm switch to this mode of loading fails due to some unknown error * @param subdir default directory to look for filename, set to 0 if not needed * @param lf Load filter to use, if nullptr: use filename + subdir. */ bool SafeLoad(const char *filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = nullptr) { assert(fop == SLO_LOAD); assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE)); GameMode ogm = _game_mode; _game_mode = newgm; switch (lf == nullptr ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(lf)) { case SL_OK: return true; case SL_REINIT: if (_network_dedicated) { /* * We need to reinit a network map... * We can't simply load the intro game here as that game has many * special cases which make clients desync immediately. So we fall * back to just generating a new game with the current settings. */ DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!"); MakeNewGame(false, true); return false; } if (_network_server) { /* We can't load the intro game as server, so disconnect first. */ NetworkDisconnect(); } switch (ogm) { default: case GM_MENU: LoadIntroGame(); break; case GM_EDITOR: MakeNewEditorWorld(); break; } return false; default: _game_mode = ogm; return false; } } void SwitchToMode(SwitchMode new_mode) { /* If we are saving something, the network stays in his current state */ if (new_mode != SM_SAVE_GAME) { /* If the network is active, make it not-active */ if (_networking) { if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) { NetworkReboot(); } else { NetworkDisconnect(); } } /* If we are a server, we restart the server */ if (_is_network_server) { /* But not if we are going to the menu */ if (new_mode != SM_MENU) { /* check if we should reload the config */ if (_settings_client.network.reload_cfg) { LoadFromConfig(); MakeNewgameSettingsLive(); ResetGRFConfig(false); } NetworkServerStart(); } else { /* This client no longer wants to be a network-server */ _is_network_server = false; } } } /* Make sure all AI controllers are gone at quitting game */ if (new_mode != SM_SAVE_GAME) AI::KillAll(); switch (new_mode) { case SM_EDITOR: // Switch to scenario editor MakeNewEditorWorld(); break; case SM_RESTARTGAME: // Restart --> 'Random game' with current settings case SM_NEWGAME: // New Game --> 'Random game' if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map"); } MakeNewGame(false, new_mode == SM_NEWGAME); break; case SM_LOAD_GAME: { // Load game, Play Scenario ResetGRFConfig(true); ResetWindowSystem(); if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } else { if (_file_to_saveload.abstract_ftype == FT_SCENARIO) { /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */ EngineOverrideManager::ResetToCurrentNewGRFConfig(); } /* Update the local company for a loaded game. It is either always * company #1 (eg 0) or in the case of a dedicated server a spectator */ SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST); /* Execute the game-start script */ IConsoleCmdExec("exec scripts/game_start.scr 0"); /* Decrease pause counter (was increased from opening load dialog) */ DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE); if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title); } } break; } case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it if (_network_server) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title); } MakeNewGame(true, true); break; case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor SetLocalCompany(OWNER_NONE); GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); MarkWholeScreenDirty(); break; case SM_LOAD_SCENARIO: { // Load scenario from scenario editor if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) { SetLocalCompany(OWNER_NONE); _settings_newgame.game_creation.starting_year = _cur_year; /* Cancel the saveload pausing */ DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE); } else { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } break; } case SM_MENU: // Switch to game intro menu LoadIntroGame(); if (BaseSounds::ini_set == nullptr && BaseSounds::GetUsedSet()->fallback) { ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL); BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name); } break; case SM_SAVE_GAME: // Save game. /* Make network saved games on pause compatible to singleplayer */ if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } else { DeleteWindowById(WC_SAVELOAD, 0); } break; case SM_SAVE_HEIGHTMAP: // Save heightmap. MakeHeightmapScreenshot(_file_to_saveload.name); DeleteWindowById(WC_SAVELOAD, 0); break; case SM_GENRANDLAND: // Generate random land within scenario editor SetLocalCompany(OWNER_NONE); GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y); /* XXX: set date */ MarkWholeScreenDirty(); break; default: NOT_REACHED(); } } /** * Check the validity of some of the caches. * Especially in the sense of desyncs between * the cached value and what the value would * be when calculated from the 'base' data. */ static void CheckCaches() { /* Return here so it is easy to add checks that are run * always to aid testing of caches. */ if (_debug_desync_level <= 1) return; /* Check the town caches. */ std::vector 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); } 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); } } } } /** * State controlling game loop. * The state must not be changed from anywhere but here. * That check is enforced in DoCommand. */ void StateGameLoop() { /* don't execute the state loop during pause */ if (_pause_mode != PM_UNPAUSED) { PerformanceMeasurer::Paused(PFE_GAMELOOP); PerformanceMeasurer::Paused(PFE_GL_ECONOMY); PerformanceMeasurer::Paused(PFE_GL_TRAINS); PerformanceMeasurer::Paused(PFE_GL_ROADVEHS); PerformanceMeasurer::Paused(PFE_GL_SHIPS); PerformanceMeasurer::Paused(PFE_GL_AIRCRAFT); PerformanceMeasurer::Paused(PFE_GL_LANDSCAPE); UpdateLandscapingLimits(); #ifndef DEBUG_DUMP_COMMANDS Game::GameLoop(); #endif return; } PerformanceMeasurer framerate(PFE_GAMELOOP); PerformanceAccumulator::Reset(PFE_GL_LANDSCAPE); if (HasModalProgress()) return; Layouter::ReduceLineCache(); if (_game_mode == GM_EDITOR) { BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP); RunTileLoop(); CallVehicleTicks(); CallLandscapeTick(); BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP); UpdateLandscapingLimits(); CallWindowGameTickEvent(); NewsLoop(); } else { if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) { /* Save the desync savegame if needed. */ char name[MAX_PATH]; seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date); SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false); } CheckCaches(); /* All these actions has to be done from OWNER_NONE * for multiplayer compatibility */ Backup 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(); }