OpenTTD Source 20250328-master-gc3457cd4c0
openttd.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10#include "stdafx.h"
11
12#include "blitter/factory.hpp"
16#include "mixer.h"
17
18#include "fontcache.h"
19#include "error.h"
20#include "error_func.h"
21#include "gui.h"
22
23#include "base_media_base.h"
24#include "base_media_graphics.h"
25#include "base_media_music.h"
26#include "base_media_sounds.h"
27#include "saveload/saveload.h"
28#include "company_cmd.h"
29#include "company_func.h"
30#include "command_func.h"
31#include "news_func.h"
32#include "fios.h"
33#include "aircraft.h"
34#include "roadveh.h"
35#include "train.h"
36#include "ship.h"
37#include "console_func.h"
38#include "screenshot.h"
39#include "network/network.h"
41#include "ai/ai.hpp"
42#include "ai/ai_config.hpp"
43#include "settings_func.h"
44#include "genworld.h"
45#include "progress.h"
46#include "strings_func.h"
47#include "vehicle_func.h"
48#include "gamelog.h"
49#include "animated_tile_func.h"
50#include "roadstop_base.h"
51#include "elrail_func.h"
52#include "rev.h"
53#include "highscore.h"
54#include "station_base.h"
55#include "crashlog.h"
56#include "engine_func.h"
57#include "core/random_func.hpp"
58#include "rail_gui.h"
59#include "road_gui.h"
60#include "core/backup_type.hpp"
61#include "hotkeys.h"
62#include "newgrf.h"
63#include "misc/getoptdata.h"
64#include "game/game.hpp"
65#include "game/game_config.hpp"
66#include "town.h"
67#include "subsidy_func.h"
68#include "gfx_layout.h"
69#include "viewport_func.h"
71#include "framerate_type.h"
72#include "industry.h"
73#include "network/network_gui.h"
75#include "misc_cmd.h"
76#include "timer/timer.h"
81#include "social_integration.h"
82
84
85#include <system_error>
86
87#include "table/strings.h"
88
89#include "safeguards.h"
90
91#ifdef __EMSCRIPTEN__
92# include <emscripten.h>
93# include <emscripten/html5.h>
94#endif
95
96void CallLandscapeTick();
97void DoPaletteAnimations();
98void MusicLoop();
100bool HandleBootstrap();
101
102extern void CheckCaches();
103extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = CompanyID::Invalid());
104extern void OSOpenBrowser(const std::string &url);
105extern void ShowOSErrorBox(const char *buf, bool system);
106extern std::string _config_file;
107
108bool _save_config = false;
109bool _request_newgrf_scan = false;
110NewGRFScanCallback *_request_newgrf_scan_callback = nullptr;
111
117void UserErrorI(const std::string &str)
118{
119 ShowOSErrorBox(str.c_str(), false);
121
122#ifdef __EMSCRIPTEN__
123 emscripten_exit_pointerlock();
124 /* In effect, the game ends here. As emscripten_set_main_loop() caused
125 * the stack to be unwound, the code after MainLoop() in
126 * openttd_main() is never executed. */
127 EM_ASM(if (window["openttd_abort"]) openttd_abort());
128#endif
129
130 _exit(1);
131}
132
138void FatalErrorI(const std::string &str)
139{
140 if (VideoDriver::GetInstance() == nullptr || VideoDriver::GetInstance()->HasGUI()) {
141 ShowOSErrorBox(str.c_str(), true);
142 }
143
144 /* Set the error message for the crash log and then invoke it. */
146 abort();
147}
148
152static void ShowHelp()
153{
154 std::string str;
155 str.reserve(8192);
156
157 std::back_insert_iterator<std::string> output_iterator = std::back_inserter(str);
158 fmt::format_to(output_iterator, "OpenTTD {}\n", _openttd_revision);
159 str +=
160 "\n"
161 "\n"
162 "Command line options:\n"
163 " -v drv = Set video driver (see below)\n"
164 " -s drv = Set sound driver (see below)\n"
165 " -m drv = Set music driver (see below)\n"
166 " -b drv = Set the blitter to use (see below)\n"
167 " -r res = Set resolution (for instance 800x600)\n"
168 " -h = Display this help text\n"
169 " -t year = Set starting year\n"
170 " -d [[fac=]lvl[,...]]= Debug mode\n"
171 " -e = Start Editor\n"
172 " -g [savegame|scenario|heightmap] = Start new/savegame/scenario/heightmap immediately\n"
173 " -G seed = Set random seed\n"
174 " -n host[:port][#company]= Join network game\n"
175 " -p password = Password to join server\n"
176 " -D [host][:port] = Start dedicated server\n"
177#if !defined(_WIN32)
178 " -f = Fork into the background (dedicated only)\n"
179#endif
180 " -I graphics_set = Force the graphics set (see below)\n"
181 " -S sounds_set = Force the sounds set (see below)\n"
182 " -M music_set = Force the music set (see below)\n"
183 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
184 " -x = Never save configuration changes to disk\n"
185 " -X = Don't use global folders to search for files\n"
186 " -q savegame = Write some information about the savegame and exit\n"
187 " -Q = Don't scan for/load NewGRF files on startup\n"
188 " -QQ = Disable NewGRF scanning/loading entirely\n"
189 "\n";
190
191 /* List the graphics packs */
192 BaseGraphics::GetSetsList(output_iterator);
193
194 /* List the sounds packs */
195 BaseSounds::GetSetsList(output_iterator);
196
197 /* List the music packs */
198 BaseMusic::GetSetsList(output_iterator);
199
200 /* List the drivers */
201 DriverFactoryBase::GetDriversInfo(output_iterator);
202
203 /* List the blitters */
204 BlitterFactory::GetBlittersInfo(output_iterator);
205
206 /* List the debug facilities. */
207 DumpDebugFacilityNames(output_iterator);
208
209 /* We need to initialize the AI, so it finds the AIs */
211 AI::GetConsoleList(output_iterator, true);
212 AI::Uninitialize(true);
213
214 /* We need to initialize the GameScript, so it finds the GSs */
216 Game::GetConsoleList(output_iterator, true);
217 Game::Uninitialize(true);
218
219 /* ShowInfo put output to stderr, but version information should go
220 * to stdout; this is the only exception */
221#if !defined(_WIN32)
222 fmt::print("{}\n", str);
223#else
224 ShowInfoI(str);
225#endif
226}
227
228static void WriteSavegameInfo(const std::string &name)
229{
231 uint32_t last_ottd_rev = 0;
232 uint8_t ever_modified = 0;
233 bool removed_newgrfs = false;
234
235 _gamelog.Info(&last_ottd_rev, &ever_modified, &removed_newgrfs);
236
237 std::string message;
238 message.reserve(1024);
239 fmt::format_to(std::back_inserter(message), "Name: {}\n", name);
240 fmt::format_to(std::back_inserter(message), "Savegame ver: {}\n", _sl_version);
241 fmt::format_to(std::back_inserter(message), "NewGRF ver: 0x{:08X}\n", last_ottd_rev);
242 fmt::format_to(std::back_inserter(message), "Modified: {}\n", ever_modified);
243
244 if (removed_newgrfs) {
245 fmt::format_to(std::back_inserter(message), "NewGRFs have been removed\n");
246 }
247
248 message += "NewGRFs:\n";
250 for (const auto &c : _load_check_data.grfconfig) {
251 fmt::format_to(std::back_inserter(message), "{:08X} {} {}\n", std::byteswap(c->ident.grfid),
252 FormatArrayAsHex(c->flags.Test(GRFConfigFlag::Compatible) ? c->original_md5sum : c->ident.md5sum), c->filename);
253 }
254 }
255
256 /* ShowInfo put output to stderr, but version information should go
257 * to stdout; this is the only exception */
258#if !defined(_WIN32)
259 fmt::print("{}\n", message);
260#else
261 ShowInfoI(message);
262#endif
263}
264
265
272static void ParseResolution(Dimension *res, const char *s)
273{
274 const char *t = strchr(s, 'x');
275 if (t == nullptr) {
276 ShowInfo("Invalid resolution '{}'", s);
277 return;
278 }
279
280 res->width = std::max(std::strtoul(s, nullptr, 0), 64UL);
281 res->height = std::max(std::strtoul(t + 1, nullptr, 0), 64UL);
282}
283
284
289static void ShutdownGame()
290{
291 IConsoleFree();
292
293 if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
294
297
299
300 /* stop the scripts */
301 AI::Uninitialize(false);
302 Game::Uninitialize(false);
303
304 /* Uninitialize variables that are allocated dynamically */
305 _gamelog.Reset();
306
308 PoolBase::Clean(PT_ALL);
309
310 /* No NewGRFs were loaded when it was still bootstrapping. */
311 if (_game_mode != GM_BOOTSTRAP) ResetNewGRFData();
312
314}
315
320static void LoadIntroGame(bool load_newgrfs = true)
321{
322 _game_mode = GM_MENU;
323
324 if (load_newgrfs) ResetGRFConfig(false);
325
326 /* Setup main window */
329
330 /* Load the default opening screen savegame */
331 if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_DIR) != SL_OK) {
332 GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
334 } else {
335 SetLocalCompany(CompanyID::Begin());
336 }
337
338 FixTitleGameZoom();
339 _pause_mode = {};
340 _cursor.fix_at = false;
341
343
344 MusicLoop(); // ensure music is correct
345}
346
347void MakeNewgameSettingsLive()
348{
349 for (CompanyID c = CompanyID::Begin(); c < MAX_COMPANIES; ++c) {
351 }
353
354 /* Copy newgame settings to active settings.
355 * Also initialise old settings needed for savegame conversion. */
358}
359
360void OpenBrowser(const std::string &url)
361{
362 /* Make sure we only accept urls that are sure to open a browser. */
363 if (url.starts_with("http://") || url.starts_with("https://")) {
364 OSOpenBrowser(url);
365 }
366}
367
372 std::string dedicated_host;
373 uint16_t dedicated_port = 0;
374 std::string connection_string;
376 bool save_config = true;
377
382 {
383 /* Visual C++ 2015 fails compiling this line (AfterNewGRFScan::generation_seed undefined symbol)
384 * if it's placed outside a member function, directly in the struct body. */
385 static_assert(sizeof(generation_seed) == sizeof(_settings_game.game_creation.generation_seed));
386 }
387
388 void OnNewGRFsScanned() override
389 {
390 ResetGRFConfig(false);
391
393
396
397 /* We want the new (correct) NewGRF count to survive the loading. */
398 uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
400 _settings_client.gui.last_newgrf_count = last_newgrf_count;
401 /* Since the default for the palette might have changed due to
402 * reading the configuration file, recalculate that now. */
404
405 Game::Uninitialize(true);
406 AI::Uninitialize(true);
410
411 /* We have loaded the config, so we may possibly save it. */
412 _save_config = save_config;
413
414 /* restore saved music and effects volumes */
416 SetEffectVolume(_settings_client.music.effect_vol);
417
418 if (startyear != CalendarTime::INVALID_YEAR) IConsoleSetSetting("game_creation.starting_year", startyear.base());
420
421 if (!dedicated_host.empty()) {
422 _network_bind_list.clear();
424 }
426
427 /* initialize the ingame console */
428 IConsoleInit();
429 InitializeGUI();
430 IConsoleCmdExec("exec scripts/autoexec.scr 0");
431
432 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
433 if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
434
435 if (_network_available && !connection_string.empty()) {
437 _switch_mode = SM_NONE;
438
440 }
441
442 /* After the scan we're not used anymore. */
443 delete this;
444 }
445};
446
447void PostMainLoop()
448{
449 WaitTillSaved();
450
451 /* only save config if we have to */
452 if (_save_config) {
453 SaveToConfig();
457 }
458
459 /* Reset windowing system, stop drivers, free used memory, ... */
460 ShutdownGame();
461}
462
463#if defined(UNIX)
464extern void DedicatedFork();
465#endif
466
472static std::vector<OptionData> CreateOptions()
473{
474 std::vector<OptionData> options;
475 /* Options that require a parameter. */
476 for (char c : "GIMSbcmnpqrstv") options.push_back({ .type = ODF_HAS_VALUE, .id = c, .shortname = c });
477
478 /* Options with an optional parameter. */
479 for (char c : "Ddg") options.push_back({ .type = ODF_OPTIONAL_VALUE, .id = c, .shortname = c });
480
481 /* Options without a parameter. */
482 for (char c : "QXehx") options.push_back({ .type = ODF_NO_VALUE, .id = c, .shortname = c });
483#if !defined(_WIN32)
484 options.push_back({ .type = ODF_NO_VALUE, .id = 'f', .shortname = 'f' });
485#endif
486
487 return options;
488}
489
495int openttd_main(std::span<char * const> arguments)
496{
497 _game_session_stats.start_time = std::chrono::steady_clock::now();
498 _game_session_stats.savegame_size = std::nullopt;
499
500 std::string musicdriver;
501 std::string sounddriver;
502 std::string videodriver;
503 std::string blitter;
504 std::string graphics_set;
505 std::string sounds_set;
506 std::string music_set;
507 Dimension resolution = {0, 0};
508 std::unique_ptr<AfterNewGRFScan> scanner = std::make_unique<AfterNewGRFScan>();
509 bool dedicated = false;
510 bool only_local_path = false;
511
512 extern bool _dedicated_forks;
513 _dedicated_forks = false;
514
515 _game_mode = GM_MENU;
517
518 auto options = CreateOptions();
519 GetOptData mgo(arguments.subspan(1), options);
520 int ret = 0;
521
522 int i;
523 while ((i = mgo.GetOpt()) != -1) {
524 switch (i) {
525 case 'I': graphics_set = mgo.opt; break;
526 case 'S': sounds_set = mgo.opt; break;
527 case 'M': music_set = mgo.opt; break;
528 case 'm': musicdriver = mgo.opt; break;
529 case 's': sounddriver = mgo.opt; break;
530 case 'v': videodriver = mgo.opt; break;
531 case 'b': blitter = mgo.opt; break;
532 case 'D':
533 musicdriver = "null";
534 sounddriver = "null";
535 videodriver = "dedicated";
536 blitter = "null";
537 dedicated = true;
538 SetDebugString("net=4", ShowInfoI);
539 if (mgo.opt != nullptr) {
540 scanner->dedicated_host = ParseFullConnectionString(mgo.opt, scanner->dedicated_port);
541 }
542 break;
543 case 'f': _dedicated_forks = true; break;
544 case 'n':
545 scanner->connection_string = mgo.opt; // host:port#company parameter
546 break;
547 case 'p':
548 scanner->join_server_password = mgo.opt;
549 break;
550 case 'r': ParseResolution(&resolution, mgo.opt); break;
551 case 't': scanner->startyear = TimerGameCalendar::Year(atoi(mgo.opt)); break;
552 case 'd': {
553#if defined(_WIN32)
554 CreateConsole();
555#endif
556 if (mgo.opt != nullptr) SetDebugString(mgo.opt, ShowInfoI);
557 break;
558 }
559 case 'e':
560 /* Allow for '-e' before or after '-g'. */
561 switch (_switch_mode) {
562 case SM_MENU: _switch_mode = SM_EDITOR; break;
565 default: break;
566 }
567 break;
568 case 'g':
569 if (mgo.opt != nullptr) {
571
572 std::string extension = FS2OTTD(std::filesystem::path(OTTD2FS(_file_to_saveload.name)).extension());
574 if (ft == FIOS_TYPE_INVALID) {
575 std::tie(ft, _) = FiosGetScenarioListCallback(SLO_LOAD, _file_to_saveload.name, extension);
576 }
577 if (ft == FIOS_TYPE_INVALID) {
578 std::tie(ft, _) = FiosGetHeightmapListCallback(SLO_LOAD, _file_to_saveload.name, extension);
579 }
580
581 /* Allow for '-e' before or after '-g'. */
582 switch (GetAbstractFileType(ft)) {
586 default: break;
587 }
588
590 break;
591 }
592
594 /* Give a random map if no seed has been given */
595 if (scanner->generation_seed == GENERATE_NEW_SEED) {
596 scanner->generation_seed = InteractiveRandom();
597 }
598 break;
599 case 'q': {
600 DeterminePaths(arguments[0], only_local_path);
601 if (StrEmpty(mgo.opt)) {
602 ret = 1;
603 return ret;
604 }
605
606 std::string extension = FS2OTTD(std::filesystem::path(OTTD2FS(mgo.opt)).extension());
607 auto [_, title] = FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, extension);
608
611 if (res != SL_OK || _load_check_data.HasErrors()) {
612 fmt::print(stderr, "Failed to open savegame\n");
614 InitializeLanguagePacks(); // A language pack is needed for GetString()
615 fmt::print(stderr, "{}\n", GetString(_load_check_data.error, _load_check_data.error_msg));
616 }
617 return ret;
618 }
619
620 WriteSavegameInfo(title);
621 return ret;
622 }
623 case 'Q': {
624 extern int _skip_all_newgrf_scanning;
626 break;
627 }
628 case 'G': scanner->generation_seed = std::strtoul(mgo.opt, nullptr, 10); break;
629 case 'c': _config_file = mgo.opt; break;
630 case 'x': scanner->save_config = false; break;
631 case 'X': only_local_path = true; break;
632 case 'h':
633 i = -2; // Force printing of help.
634 break;
635 }
636 if (i == -2) break;
637 }
638
639 if (i == -2 || !mgo.arguments.empty()) {
640 /* Either the user typed '-h', they made an error, or they added unrecognized command line arguments.
641 * In all cases, print the help, and exit.
642 *
643 * The next two functions are needed to list the graphics sets. We can't do them earlier
644 * because then we cannot show it on the debug console as that hasn't been configured yet. */
645 DeterminePaths(arguments[0], only_local_path);
650 ShowHelp();
651 return ret;
652 }
653
654 DeterminePaths(arguments[0], only_local_path);
656
657 if (dedicated) Debug(net, 3, "Starting dedicated server, version {}", _openttd_revision);
658 if (_dedicated_forks && !dedicated) _dedicated_forks = false;
659
660#if defined(UNIX)
661 /* We must fork here, or we'll end up without some resources we need (like sockets) */
662 if (_dedicated_forks) DedicatedFork();
663#endif
664
665 LoadFromConfig(true);
666
667 if (resolution.width != 0) _cur_resolution = resolution;
668
669 /* Limit width times height times bytes per pixel to fit a 32 bit
670 * integer, This way all internal drawing routines work correctly.
671 * A resolution that has one component as 0 is treated as a marker to
672 * auto-detect a good window size. */
673 _cur_resolution.width = std::min(_cur_resolution.width, UINT16_MAX / 2u);
674 _cur_resolution.height = std::min(_cur_resolution.height, UINT16_MAX / 2u);
675
676 /* Assume the cursor starts within the game as not all video drivers
677 * get an event that the cursor is within the window when it is opened.
678 * Saying the cursor is there makes no visible difference as it would
679 * just be out of the bounds of the window. */
680 _cursor.in_window = true;
681
682 /* enumerate language files */
684
685 /* Initialize the font cache */
686 InitFontCache(false);
687
688 /* This must be done early, since functions use the SetWindowDirty* calls */
690
692 bool valid_graphics_set;
693 if (!graphics_set.empty()) {
694 valid_graphics_set = BaseGraphics::SetSetByName(graphics_set);
695 } else if (BaseGraphics::ini_data.shortname != 0) {
696 graphics_set = BaseGraphics::ini_data.name;
697 valid_graphics_set = BaseGraphics::SetSetByShortname(BaseGraphics::ini_data.shortname);
698 if (valid_graphics_set && !BaseGraphics::ini_data.extra_params.empty()) {
700 if (extra_cfg.IsCompatible(BaseGraphics::ini_data.extra_version)) {
701 extra_cfg.SetParams(BaseGraphics::ini_data.extra_params);
702 }
703 }
704 } else if (!BaseGraphics::ini_data.name.empty()) {
705 graphics_set = BaseGraphics::ini_data.name;
706 valid_graphics_set = BaseGraphics::SetSetByName(BaseGraphics::ini_data.name);
707 } else {
708 valid_graphics_set = true;
709 BaseGraphics::SetSet(nullptr); // ignore error, continue to bootstrap GUI
710 }
711 if (!valid_graphics_set) {
712 BaseGraphics::SetSet(nullptr);
713
714 ErrorMessageData msg(GetEncodedString(STR_CONFIG_ERROR), GetEncodedString(STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND, graphics_set));
716 }
717
718 /* Initialize game palette */
719 GfxInitPalettes();
720
721 Debug(misc, 1, "Loading blitter...");
722 if (blitter.empty() && !_ini_blitter.empty()) blitter = _ini_blitter;
723 _blitter_autodetected = blitter.empty();
724 /* Activate the initial blitter.
725 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
726 * - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
727 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
728 * - Use 8bpp blitter otherwise.
729 */
731 (_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == nullptr || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
732 BlitterFactory::SelectBlitter("32bpp-anim") == nullptr) {
733 if (BlitterFactory::SelectBlitter(blitter) == nullptr) {
734 blitter.empty() ?
735 UserError("Failed to autoprobe blitter") :
736 UserError("Failed to select requested blitter '{}'; does it exist?", blitter);
737 }
738 }
739
740 if (videodriver.empty() && !_ini_videodriver.empty()) videodriver = _ini_videodriver;
742
744
745 /* Initialize the zoom level of the screen to normal */
746 _screen.zoom = ZOOM_LVL_MIN;
747
748 /* The video driver is now selected, now initialise GUI zoom */
750
752 NetworkStartUp(); // initialize network-core
753
754 if (!HandleBootstrap()) {
755 ShutdownGame();
756 return ret;
757 }
758
759 VideoDriver::GetInstance()->ClaimMousePointer();
760
762 if (sounds_set.empty() && !BaseSounds::ini_set.empty()) sounds_set = BaseSounds::ini_set;
763 if (!BaseSounds::SetSetByName(sounds_set)) {
764 if (sounds_set.empty() || !BaseSounds::SetSet({})) {
765 UserError("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 1.4 of README.md.");
766 } else {
767 ErrorMessageData msg(GetEncodedString(STR_CONFIG_ERROR), GetEncodedString(STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND, sounds_set));
769 }
770 }
771
773 if (music_set.empty() && !BaseMusic::ini_set.empty()) music_set = BaseMusic::ini_set;
774 if (!BaseMusic::SetSetByName(music_set)) {
775 if (music_set.empty() || !BaseMusic::SetSet({})) {
776 UserError("Failed to find a music set. Please acquire a music set for OpenTTD. See section 1.4 of README.md.");
777 } else {
778 ErrorMessageData msg(GetEncodedString(STR_CONFIG_ERROR), GetEncodedString(STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND, music_set));
780 }
781 }
782
783 if (sounddriver.empty() && !_ini_sounddriver.empty()) sounddriver = _ini_sounddriver;
785
786 if (musicdriver.empty() && !_ini_musicdriver.empty()) musicdriver = _ini_musicdriver;
788
789 GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
790 LoadIntroGame(false);
791
792 /* ScanNewGRFFiles now has control over the scanner. */
793 RequestNewGRFScan(scanner.release());
794
796
797 PostMainLoop();
798 return ret;
799}
800
801void HandleExitGameRequest()
802{
803 if (_game_mode == GM_MENU || _game_mode == GM_BOOTSTRAP) { // do not ask to quit on the main screen
804 _exit_game = true;
806 DoExitSave();
808 _exit_game = true;
809 } else {
810 AskExitGame();
811 }
812}
813
817static void OnStartScenario()
818{
819 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
821
822 /* Make sure all industries were built "this year", to avoid too early closures. (#9918) */
823 for (Industry *i : Industry::Iterate()) {
824 i->last_prod_year = TimerGameEconomy::year;
825 }
826}
827
832static void OnStartGame(bool dedicated_server)
833{
834 /* Update the local company for a loaded game. It is either the first available company
835 * or in the case of a dedicated server, a spectator */
837
839
840 /* Execute the game-start script */
841 IConsoleCmdExec("exec scripts/game_start.scr 0");
842}
843
844static void MakeNewGameDone()
845{
847
848 /* In a dedicated server, the server does not play */
849 if (!VideoDriver::GetInstance()->HasGUI()) {
850 OnStartGame(true);
852 return;
853 }
854
855 /* Create a single company */
856 DoStartupNewCompany(false);
857
858 Company *c = Company::Get(CompanyID::Begin());
860
861 /* Overwrite color from settings if needed
862 * COLOUR_END corresponds to Random colour */
863
864 if (_settings_client.gui.starting_colour != COLOUR_END) {
866 }
867
870 }
871
872 OnStartGame(false);
873
876
878
879 CheckEngines();
882}
883
884static void MakeNewGame(bool from_heightmap, bool reset_settings)
885{
886 _game_mode = GM_NORMAL;
887 if (!from_heightmap) {
888 /* "reload" command needs to know what mode we were in. */
890 }
891
892 ResetGRFConfig(true);
893
894 GenerateWorldSetCallback(&MakeNewGameDone);
895 GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
896}
897
898static void MakeNewEditorWorldDone()
899{
901}
902
903static void MakeNewEditorWorld()
904{
905 _game_mode = GM_EDITOR;
906 /* "reload" command needs to know what mode we were in. */
908
909 ResetGRFConfig(true);
910
911 GenerateWorldSetCallback(&MakeNewEditorWorldDone);
913}
914
925bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr<LoadFilter> lf = nullptr)
926{
927 assert(fop == SLO_LOAD);
928 assert(dft == DFT_GAME_FILE || (lf == nullptr && dft == DFT_OLD_GAME_FILE));
929 GameMode ogm = _game_mode;
930
931 _game_mode = newgm;
932
933 SaveOrLoadResult result = (lf == nullptr) ? SaveOrLoad(filename, fop, dft, subdir) : LoadWithFilter(std::move(lf));
934 if (result == SL_OK) return true;
935
936 if (_network_dedicated && ogm == GM_MENU) {
937 /*
938 * If we are a dedicated server *and* we just were in the menu, then we
939 * are loading the first savegame. If that fails, not starting the
940 * server is a better reaction than starting the server with a newly
941 * generated map as it is quite likely to be started from a script.
942 */
943 Debug(net, 0, "Loading requested map failed; closing server.");
944 _exit_game = true;
945 return false;
946 }
947
948 if (result != SL_REINIT) {
949 _game_mode = ogm;
950 return false;
951 }
952
953 if (_network_dedicated) {
954 /*
955 * If we are a dedicated server, have already loaded/started a game,
956 * and then loading the savegame fails in a manner that we need to
957 * reinitialize everything. We must not fall back into the menu mode
958 * with the intro game, as that is unjoinable by clients. So there is
959 * nothing else to do than start a new game, as it might have failed
960 * trying to reload the originally loaded savegame/scenario.
961 */
962 Debug(net, 0, "Loading game failed, so a new (random) game will be started");
963 MakeNewGame(false, true);
964 return false;
965 }
966
967 if (_network_server) {
968 /* We can't load the intro game as server, so disconnect first. */
970 }
971
972 switch (ogm) {
973 default:
974 case GM_MENU: LoadIntroGame(); break;
975 case GM_EDITOR: MakeNewEditorWorld(); break;
976 }
977 return false;
978}
979
980static void UpdateSocialIntegration(GameMode game_mode)
981{
982 switch (game_mode) {
983 case GM_BOOTSTRAP:
984 case GM_MENU:
986 break;
987
988 case GM_NORMAL:
989 if (_networking) {
991 } else {
993 }
994 break;
995
996 case GM_EDITOR:
998 break;
999 }
1000}
1001
1002void SwitchToMode(SwitchMode new_mode)
1003{
1004 /* If we are saving something, the network stays in its current state */
1005 if (new_mode != SM_SAVE_GAME) {
1006 /* If the network is active, make it not-active */
1007 if (_networking) {
1008 if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
1009 NetworkReboot();
1010 } else {
1012 }
1013 }
1014
1015 /* If we are a server, we restart the server */
1016 if (_is_network_server) {
1017 /* But not if we are going to the menu */
1018 if (new_mode != SM_MENU) {
1019 /* check if we should reload the config */
1022 MakeNewgameSettingsLive();
1023 ResetGRFConfig(false);
1024 }
1025 NetworkServerStart();
1026 } else {
1027 /* This client no longer wants to be a network-server */
1028 _is_network_server = false;
1029 }
1030 }
1031 }
1032
1033 /* Make sure all AI controllers are gone at quitting game */
1034 if (new_mode != SM_SAVE_GAME) AI::KillAll();
1035
1036 /* When we change mode, reset the autosave. */
1037 if (new_mode != SM_SAVE_GAME) ChangeAutosaveFrequency(true);
1038
1039 /* Transmit the survey if we were in normal-mode and not saving. It always means we leaving the current game. */
1040 if (_game_mode == GM_NORMAL && new_mode != SM_SAVE_GAME) _survey.Transmit(NetworkSurveyHandler::Reason::LEAVE);
1041
1042 /* Keep track when we last switch mode. Used for survey, to know how long someone was in a game. */
1043 if (new_mode != SM_SAVE_GAME) {
1044 _game_session_stats.start_time = std::chrono::steady_clock::now();
1045 _game_session_stats.savegame_size = std::nullopt;
1046 }
1047
1048 switch (new_mode) {
1049 case SM_EDITOR: // Switch to scenario editor
1050 MakeNewEditorWorld();
1052
1053 UpdateSocialIntegration(GM_EDITOR);
1054 break;
1055
1056 case SM_RELOADGAME: // Reload with what-ever started the game
1058 /* Reload current savegame/scenario */
1059 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
1060 SwitchToMode(_switch_mode);
1061 break;
1063 /* Restart current heightmap */
1064 _switch_mode = _game_mode == GM_EDITOR ? SM_LOAD_HEIGHTMAP : SM_RESTART_HEIGHTMAP;
1065 SwitchToMode(_switch_mode);
1066 break;
1067 }
1068
1069 MakeNewGame(false, new_mode == SM_NEWGAME);
1071
1072 UpdateSocialIntegration(GM_NORMAL);
1073 break;
1074
1075 case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
1076 case SM_NEWGAME: // New Game --> 'Random game'
1077 MakeNewGame(false, new_mode == SM_NEWGAME);
1079
1080 UpdateSocialIntegration(GM_NORMAL);
1081 break;
1082
1083 case SM_LOAD_GAME: { // Load game, Play Scenario
1084 ResetGRFConfig(true);
1086
1089 } else {
1092 }
1094 /* Decrease pause counter (was increased from opening load dialog) */
1096 }
1097
1098 UpdateSocialIntegration(GM_NORMAL);
1099 break;
1100 }
1101
1102 case SM_RESTART_HEIGHTMAP: // Load a heightmap and start a new game from it with current settings
1103 case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
1104 MakeNewGame(true, new_mode == SM_START_HEIGHTMAP);
1106
1107 UpdateSocialIntegration(GM_NORMAL);
1108 break;
1109
1110 case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
1112
1113 _game_mode = GM_EDITOR;
1114
1118
1119 UpdateSocialIntegration(GM_EDITOR);
1120 break;
1121
1122 case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
1127 /* Cancel the saveload pausing */
1129 } else {
1131 }
1132
1133 UpdateSocialIntegration(GM_EDITOR);
1134 break;
1135 }
1136
1137 case SM_JOIN_GAME: // Join a multiplayer game
1138 LoadIntroGame();
1140
1142 break;
1143
1144 case SM_MENU: // Switch to game intro menu
1145 LoadIntroGame();
1146 if (BaseSounds::ini_set.empty() && BaseSounds::GetUsedSet()->fallback && SoundDriver::GetInstance()->HasOutput()) {
1147 ShowErrorMessage(GetEncodedString(STR_WARNING_FALLBACK_SOUNDSET), {}, WL_CRITICAL);
1149 }
1151 /* No matter how often you go back to the main menu, only ask the first time. */
1152 static bool asked_once = false;
1153 if (!asked_once) {
1154 asked_once = true;
1156 }
1157 }
1158
1159 UpdateSocialIntegration(GM_MENU);
1160 break;
1161
1162 case SM_SAVE_GAME: // Save game.
1163 /* Make network saved games on pause compatible to singleplayer mode */
1166 } else {
1168 }
1169 break;
1170
1171 case SM_SAVE_HEIGHTMAP: // Save heightmap.
1174 break;
1175
1176 case SM_GENRANDLAND: // Generate random land within scenario editor
1179 /* XXX: set date */
1181 break;
1182
1183 default: NOT_REACHED();
1184 }
1185}
1186
1187
1188
1195{
1196 if (!_networking || _network_server) {
1198 }
1199
1200 /* Don't execute the state loop during pause or when modal windows are open. */
1201 if (_pause_mode.Any() || HasModalProgress()) {
1209
1211#ifndef DEBUG_DUMP_COMMANDS
1213#endif
1214 return;
1215 }
1216
1219
1221
1222 if (_game_mode == GM_EDITOR) {
1224 RunTileLoop();
1225 CallVehicleTicks();
1226 CallLandscapeTick();
1229
1231 NewsLoop();
1232 } else {
1233 if (_debug_desync_level > 2 && TimerGameEconomy::date_fract == 0 && (TimerGameEconomy::date.base() & 0x1F) == 0) {
1234 /* Save the desync savegame if needed. */
1235 std::string name = fmt::format("dmp_cmds_{:08x}_{:08x}.sav", _settings_game.game_creation.generation_seed, TimerGameEconomy::date);
1237 }
1238
1239 CheckCaches();
1240
1241 /* All these actions has to be done from OWNER_NONE
1242 * for multiplayer compatibility */
1244
1249 }
1252 RunTileLoop();
1253 CallVehicleTicks();
1254 CallLandscapeTick();
1256
1257#ifndef DEBUG_DUMP_COMMANDS
1258 {
1259 PerformanceMeasurer script_framerate(PFE_ALLSCRIPTS);
1260 AI::GameLoop();
1262 }
1263#endif
1265
1267 NewsLoop();
1268 cur_company.Restore();
1269 }
1270
1271 assert(IsLocalCompany());
1272}
1273
1275static IntervalTimer<TimerGameRealtime> _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto)
1276{
1277 /* We reset the command-during-pause mode here, so we don't continue
1278 * to make auto-saves when nothing more is changing. */
1280
1281 _do_autosave = true;
1283
1284 static FiosNumberedSaveName _autosave_ctr("autosave");
1285 DoAutoOrNetsave(_autosave_ctr);
1286
1287 _do_autosave = false;
1289});
1290
1304
1314{
1315 if (_request_newgrf_scan) return false;
1316
1317 _request_newgrf_scan = true;
1318 _request_newgrf_scan_callback = callback;
1319 return true;
1320}
1321
1322void GameLoop()
1323{
1324 if (_game_mode == GM_BOOTSTRAP) {
1325 /* Check for UDP stuff */
1327 return;
1328 }
1329
1330 if (_request_newgrf_scan) {
1331 ScanNewGRFFiles(_request_newgrf_scan_callback);
1332 _request_newgrf_scan = false;
1333 _request_newgrf_scan_callback = nullptr;
1334 /* In case someone closed the game during our scan, don't do anything else. */
1335 if (_exit_game) return;
1336 }
1337
1339
1340 if (_game_mode == GM_NORMAL) {
1341 static auto last_time = std::chrono::steady_clock::now();
1342 auto now = std::chrono::steady_clock::now();
1343 auto delta_ms = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_time);
1344 if (delta_ms.count() != 0) {
1346 last_time = now;
1347 }
1348 }
1349
1350 /* switch game mode? */
1351 if (_switch_mode != SM_NONE && !HasModalProgress()) {
1352 SwitchToMode(_switch_mode);
1353 _switch_mode = SM_NONE;
1354 if (_exit_game) return;
1355 }
1356
1357 IncreaseSpriteLRU();
1358
1359 /* Check for UDP stuff */
1361
1363
1364 if (_networking && !HasModalProgress()) {
1365 /* Multiplayer */
1366 NetworkGameLoop();
1367 } else {
1368 if (_network_reconnect > 0 && --_network_reconnect == 0) {
1369 /* This means that we want to reconnect to the last host
1370 * We do this here, because it means that the network is really closed */
1372 }
1373 /* Singleplayer */
1374 StateGameLoop();
1375 }
1376
1377 if (_pause_mode.None() && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
1378
1380 MusicLoop();
1382}
Base functions for all AIs.
AIConfig stores the configuration settings of every AI.
Base for aircraft.
void AnimateAnimatedTiles()
Animate all tiles in the animated tile list, i.e. call AnimateTile on them.
Tile animation!
Class for backupping variables and making sure they are restored later.
Generic functions for replacing base data (graphics, sounds).
Generic functions for replacing base graphics data.
@ BLT_8BPP
Base set has 8 bpp sprites only.
Generic functions for replacing base music data.
Generic functions for replacing base sounds data.
debug_inline constexpr bool HasBit(const T x, const uint8_t y)
Checks if a bit in a value is set.
static void Uninitialize(bool keepConfig)
Uninitialize the AI system.
Definition ai_core.cpp:179
static void Initialize()
Initialize the AI system.
Definition ai_core.cpp:165
static void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only)
Wrapper function for AIScanner::GetAIConsoleList.
Definition ai_core.cpp:288
static void GameLoop()
Called every game-tick to let AIs do something.
Definition ai_core.cpp:74
static void KillAll()
Kill any and all AIs we manage.
Definition ai_core.cpp:155
constexpr bool None() const
Test if none of the values are set.
constexpr bool Any(const Timpl &other) const
Test if any of the given values are set.
constexpr Timpl & Reset(Tvalue_type value)
Reset the value-th bit.
static const GraphicsSet * GetUsedSet()
Return the used set.
static bool SetSetByShortname(uint32_t shortname)
Set the set to be used.
static void GetSetsList(std::back_insert_iterator< std::string > &output_iterator)
Returns a list with the sets.
static uint FindSets()
Do the scan for files.
static bool SetSetByName(const std::string &name)
Set the set to be used.
static bool SetSet(const GraphicsSet *set)
Set the set to be used.
static std::string ini_set
The set as saved in the config file.
static std::string ini_set
The set as saved in the config file.
static void GetBlittersInfo(std::back_insert_iterator< std::string > &output_iterator)
Fill a buffer with information about the blitters.
Definition factory.hpp:147
static Blitter * SelectBlitter(const std::string_view name)
Find the requested blitter and return its class.
Definition factory.hpp:96
static void SetErrorMessage(const std::string &message)
Sets a message for the error message handler.
Definition crashlog.cpp:329
static void ShutdownDrivers()
Shuts down all active drivers.
Definition driver.h:123
static void SelectDriver(const std::string &name, Driver::Type type)
Find the requested driver and return its class.
Definition driver.cpp:90
static void GetDriversInfo(std::back_insert_iterator< std::string > &output_iterator)
Build a human readable list of available drivers, grouped by type.
Definition driver.cpp:221
virtual void Stop()=0
Stop this driver.
@ DT_VIDEO
A video driver.
Definition driver.h:42
@ DT_SOUND
A sound driver.
Definition driver.h:41
@ DT_MUSIC
A music driver, needs to be before sound to properly shut down extmidi forked music players.
Definition driver.h:40
The data of the error message.
Definition error.h:31
static void GameLoop()
Called every game-tick to let Game do something.
Definition game_core.cpp:31
static void GetConsoleList(std::back_insert_iterator< std::string > &output_iterator, bool newest_only)
Wrapper function for GameScanner::GetConsoleList.
static void Uninitialize(bool keepConfig)
Uninitialize the Game system.
static void Initialize()
Initialize the Game system.
Definition game_core.cpp:57
void Info(uint32_t *last_ottd_rev, uint8_t *ever_modified, bool *removed_newgrfs)
Get some basic information from the given gamelog.
Definition gamelog.cpp:685
void Reset()
Resets and frees all memory allocated - used before loading or starting a new game.
Definition gamelog.cpp:94
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
void SetInterval(const TPeriod interval, bool reset=true)
Set a new interval for the timer.
Definition timer.h:99
static void ReduceLineCache()
Reduce the size of linecache if necessary to prevent infinite growth.
static void Clear()
Clear all link graphs and jobs from the schedule.
static MusicDriver * GetInstance()
Get the currently active instance of the music driver.
virtual void SetVolume(uint8_t vol)=0
Set the volume, if possible.
@ EXIT
User is exiting the application.
@ LEAVE
User is leaving the game (but not exiting the application).
void Transmit(Reason reason, bool blocking=false)
Transmit the survey.
static void Reset(PerformanceElement elem)
Store the previous accumulator value and reset for a new cycle of accumulating measurements.
RAII class for measuring simple elements of performance.
static void Paused(PerformanceElement elem)
Indicate that a cycle of "pause" where no processing occurs.
static void EventEnterScenarioEditor(uint map_width, uint map_height)
Event: user entered the Scenario Editor.
static void EventEnterSingleplayer(uint map_width, uint map_height)
Event: user entered a singleplayer game.
static void RunCallbacks()
Allow any social integration library to handle their own events.
static void EventEnterMultiplayer(uint map_width, uint map_height)
Event: user entered a multiplayer game.
static void Shutdown()
Shutdown the social integration system, and all social integration plugins that are loaded.
static void EventEnterMainMenu()
Event: user entered the main menu.
static void EventJoiningMultiplayer()
Event: user is joining a multiplayer game.
static void Initialize()
Initialize the social integration system, loading any social integration plugins that are available.
virtual void MainLoop()
Called once every tick.
static SoundDriver * GetInstance()
Get the currently active instance of the sound driver.
@ Scenario
Scan for scenarios and heightmaps.
@ Baseset
Scan for base sets.
uint DoScan(Subdirectory sd)
Perform the scanning of a particular subdirectory.
Definition fileio.cpp:375
static Year year
Current year, starting at 0.
static constexpr TimerGame< struct Calendar >::Year INVALID_YEAR
Representation of an invalid year.
static Date date
Current date in days (day counter).
static Year year
Current year, starting at 0.
static DateFract date_fract
Fractional part of the day.
@ AUTOSAVE
Only run when not paused or there was a Command executed recently.
The TimerManager manages a single Timer-type.
static bool Elapsed(TElapsed value)
Called when time for this timer elapsed.
static VideoDriver * GetInstance()
Get the currently active instance of the video driver.
virtual void MainLoop()=0
Perform the actual drawing.
Functions related to commands.
CompanyID GetFirstPlayableCompanyID()
Get the index of the first available company.
void UpdateLandscapingLimits()
Update the landscaping limits per company.
void SetLocalCompany(CompanyID new_company)
Sets the local company and updates the settings that are set on a per-company basis to reflect the co...
CompanyID _current_company
Company currently doing an action.
Command definitions related to companies.
Functions related to companies.
bool IsLocalCompany()
Is the current company the local company?
static constexpr CompanyID COMPANY_SPECTATOR
The client is spectating.
static constexpr CompanyID COMPANY_NEW_COMPANY
The client wants a new company.
static constexpr Owner OWNER_NONE
The tile has no ownership.
void IConsoleCmdExec(const std::string &command_string, const uint recurse_count)
Execute a given command passed to us.
Definition console.cpp:291
Console functions used outside of the console code.
Functions to be called to log a crash.
void SetDebugString(const char *s, void(*error_func)(const std::string &))
Set debugging levels by parsing the text in s.
Definition debug.cpp:143
void DumpDebugFacilityNames(std::back_insert_iterator< std::string > &output_iterator)
Dump the available debug facility names in the help text.
Definition debug.cpp:87
void DebugSendRemoteMessages()
Send the queued Debug messages to either NetworkAdminConsole or IConsolePrint from the GameLoop threa...
Definition debug.cpp:240
#define Debug(category, level, format_string,...)
Output a line of debugging information.
Definition debug.h:37
std::string _ini_videodriver
The video driver a stored in the configuration file.
Definition driver.cpp:26
std::string _ini_musicdriver
The music driver a stored in the configuration file.
Definition driver.cpp:33
Dimension _cur_resolution
The current resolution.
Definition driver.cpp:28
std::string _ini_sounddriver
The sound driver a stored in the configuration file.
Definition driver.cpp:31
void SettingsDisableElrail(int32_t new_value)
_settings_game.disable_elrail callback
Definition elrail.cpp:598
header file for electrified rail specific functions
void CheckEngines()
Check for engines that have an appropriate availability.
Definition engine.cpp:1322
Functions related to engines.
Functions related to errors.
void ScheduleErrorMessage(ErrorList &datas)
Schedule a list of errors.
@ WL_ERROR
Errors (eg. saving/loading failed)
Definition error.h:26
@ WL_CRITICAL
Critical errors, the MessageBox is shown in all cases.
Definition error.h:27
void ShowErrorMessage(EncodedString &&summary_msg, int x, int y, CommandCost &cc)
Display an error message in a window.
Error reporting related functions.
Factory to 'query' all available blitters.
bool _blitter_autodetected
Was the blitter autodetected or specified by the user?
Definition driver.cpp:36
std::string _ini_blitter
The blitter as stored in the configuration file.
Definition driver.cpp:35
void DeterminePaths(const char *exe, bool only_local_path)
Acquire the base paths (personal dir and game data dir), fill all other paths (save dir,...
Definition fileio.cpp:878
SaveLoadOperation
Operation performed on the file.
Definition fileio_type.h:53
@ SLO_CHECK
Load file for checking and/or preview.
Definition fileio_type.h:54
@ SLO_SAVE
File is being saved.
Definition fileio_type.h:56
@ SLO_LOAD
File is being loaded.
Definition fileio_type.h:55
@ SLO_INVALID
Unknown file operation.
Definition fileio_type.h:58
DetailedFileType GetDetailedFileType(FiosType fios_type)
Extract the detailed file type from a FiosType.
AbstractFileType GetAbstractFileType(FiosType fios_type)
Extract the abstract file type from a FiosType.
Definition fileio_type.h:97
DetailedFileType
Kinds of files in each AbstractFileType.
Definition fileio_type.h:29
@ DFT_GAME_FILE
Save game or scenario file.
Definition fileio_type.h:32
@ DFT_INVALID
Unknown or invalid file.
Definition fileio_type.h:49
@ DFT_OLD_GAME_FILE
Old save game or scenario file.
Definition fileio_type.h:31
Subdirectory
The different kinds of subdirectories OpenTTD uses.
@ NO_DIRECTORY
A path without any base directory.
@ SAVE_DIR
Base directory for all savegames.
@ AUTOSAVE_DIR
Subdirectory of save for autosaves.
@ BASESET_DIR
Subdirectory for all base data (base sets, intro game)
@ FT_SCENARIO
old or new scenario
Definition fileio_type.h:19
@ FT_HEIGHTMAP
heightmap file
Definition fileio_type.h:20
@ FT_SAVEGAME
old or new savegame
Definition fileio_type.h:18
@ FT_INVALID
Invalid or unknown file type.
Definition fileio_type.h:23
std::tuple< FiosType, std::string > FiosGetSavegameListCallback(SaveLoadOperation fop, const std::string &file, const std::string_view ext)
Callback for FiosGetFileList.
Definition fios.cpp:411
std::tuple< FiosType, std::string > FiosGetScenarioListCallback(SaveLoadOperation fop, const std::string &file, const std::string_view ext)
Callback for FiosGetFileList.
Definition fios.cpp:460
Declarations for savegames operations.
LoadCheckData _load_check_data
Data loaded from save during SL_LOAD_CHECK.
Definition fios_gui.cpp:41
void InitFontCache(bool monospace)
(Re)initialize the font cache related things, i.e.
void UninitFontCache()
Free everything allocated w.r.t.
Functions to read fonts from files and cache them.
Types for recording game performance data.
@ PFE_GAMELOOP
Speed of gameloop processing.
@ PFE_GL_SHIPS
Time spent processing ships.
@ PFE_GL_AIRCRAFT
Time spent processing aircraft.
@ PFE_GL_ECONOMY
Time spent processing cargo movement.
@ PFE_GL_LANDSCAPE
Time spent processing other world features.
@ PFE_GL_ROADVEHS
Time spend processing road vehicles.
@ PFE_GL_TRAINS
Time spent processing trains.
@ PFE_ALLSCRIPTS
Sum of all GS/AI scripts.
Base functions for all Games.
GameConfig stores the configuration settings of every Game.
SaveLoadVersion _sl_version
the major savegame version identifier
Definition saveload.cpp:67
Gamelog _gamelog
Gamelog instance.
Definition gamelog.cpp:31
Functions to be called to log fundamental changes to the game.
void GenerateWorldSetCallback(GWDoneProc *proc)
Set here the function, if any, that you want to be called when landscape generation is done.
Definition genworld.cpp:241
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings)
Generate a world.
Definition genworld.cpp:293
Functions related to world/map generation.
static const uint32_t GENERATE_NEW_SEED
Create a new random seed.
Definition genworld.h:25
@ GWM_HEIGHTMAP
Generate a newgame from a heightmap.
Definition genworld.h:32
@ GWM_EMPTY
Generate an empty map (sea-level)
Definition genworld.h:30
@ GWM_RANDOM
Generate a random map for SE.
Definition genworld.h:31
@ GWM_NEWGAME
Generate a map for a new game.
Definition genworld.h:29
Library for parsing command-line options.
@ ODF_OPTIONAL_VALUE
An option with an optional value.
Definition getoptdata.h:17
@ ODF_NO_VALUE
A plain option (no value attached to it).
Definition getoptdata.h:15
@ ODF_HAS_VALUE
An option with a value.
Definition getoptdata.h:16
GameSessionStats _game_session_stats
Statistics about the current session.
Definition gfx.cpp:51
void UpdateGUIZoom()
Resolve GUI zoom level, if auto-suggestion is requested.
Definition gfx.cpp:1741
PauseModes _pause_mode
The current pause mode.
Definition gfx.cpp:50
SwitchMode _switch_mode
The next mainloop command.
Definition gfx.cpp:49
Functions related to laying out the texts.
@ S8BPP_NONE
No support for 8bpp by OS or hardware, force 32bpp blitters.
Definition gfx_type.h:370
void MarkWholeScreenDirty()
This function mark the whole screen as dirty.
Definition gfx.cpp:1500
GUI functions that shouldn't be here.
void LoadFromHighScore()
Initialize the highscore table to 0 and if any file exists, load in values.
void SaveToHighScore()
Save HighScore table to file.
Declaration of functions and types defined in highscore.h and highscore_gui.h.
void LoadHotkeysFromConfig()
Load the hotkeys from the config file.
Definition hotkeys.cpp:340
void SaveHotkeysToConfig()
Save the hotkeys to the config file.
Definition hotkeys.cpp:346
Hotkey related functions.
Base of all industries.
void CheckIndustries()
Verify whether the generated industries are complete, and warn the user if not.
void RunTileLoop()
Gradually iterate over all tiles on the map, calling their TileLoopProcs once every TILE_UPDATE_FREQU...
void StateGameLoop_LinkGraphPauseControl()
Pause the game if in 2 TimerGameEconomy::date_fract ticks, we would do a join with the next link grap...
Declaration of link graph schedule used for cargo distribution.
void SetupColoursAndInitialWindow()
Initialise the default colours (remaps and the likes), and load the main windows.
Definition main_gui.cpp:546
void GenerateSavegameId()
Generate an unique savegame ID.
Definition misc.cpp:87
Miscellaneous command definitions.
Functions to mix sound samples.
Base for all music playback.
void NetworkStartUp()
This tries to launch the network for a given OS.
Definition network.cpp:1285
bool _is_network_server
Does this client wants to be a network-server?
Definition network.cpp:71
void NetworkClientJoinGame()
Actually perform the joining to the server.
Definition network.cpp:820
void NetworkOnGameStart()
Perform tasks when the server is started.
Definition network.cpp:947
bool _network_available
is network mode available?
Definition network.cpp:69
uint8_t _network_reconnect
Reconnect timeout.
Definition network.cpp:74
bool _networking
are we in networking mode?
Definition network.cpp:67
std::string_view ParseFullConnectionString(const std::string &connection_string, uint16_t &port, CompanyID *company_id)
Converts a string to ip/port/company Format: IP:port::company.
Definition network.cpp:521
bool _network_dedicated
are we a dedicated server?
Definition network.cpp:70
void NetworkDisconnect(bool close_admins)
We want to disconnect from the host/clients.
Definition network.cpp:1001
bool _network_server
network-server is active
Definition network.cpp:68
void NetworkBackgroundLoop()
We have to do some (simple) background stuff that runs normally, even when we are not in multiplayer.
Definition network.cpp:1082
StringList _network_bind_list
The addresses to bind on.
Definition network.cpp:75
bool NetworkClientConnectGame(const std::string &connection_string, CompanyID default_company, const std::string &join_server_password)
Join a client to the server at with the given connection string.
Definition network.cpp:787
void NetworkShutDown()
This shuts the network down.
Definition network.cpp:1303
Basic functions/variables used all over the place.
Network functions used by other parts of OpenTTD.
void ShowNetworkAskSurvey()
Show a modal confirmation window with "no" / "preview" / "yes" buttons.
GUIs related to networking.
Part of the network protocol handling opt-in survey.
GRFLoadedFeatures _loaded_newgrf_features
Indicates which are the newgrf features currently loaded ingame.
Definition newgrf.cpp:72
void ResetNewGRFData()
Reset all NewGRF loaded data.
Definition newgrf.cpp:447
Base for the NewGRF implementation.
void UpdateNewGRFConfigPalette(int32_t)
Update the palettes of the graphics from the config file.
void ResetGRFConfig(bool defaults)
Reset the current GRF Config to either blank or newgame settings.
void ScanNewGRFFiles(NewGRFScanCallback *callback)
Scan for all NewGRFs.
int _skip_all_newgrf_scanning
Set this flag to prevent any NewGRF scanning from being done.
@ Compatible
GRF file does not exactly match the requested GRF (different MD5SUM), but grfid matches)
@ PSM_ENTER_GAMELOOP
Enter the gameloop, changes will be permanent.
@ PSM_LEAVE_GAMELOOP
Leave the gameloop, changes will be temporary.
Functions related to news.
void MusicLoop()
Check music playback status and start/stop/song-finished.
void FatalErrorI(const std::string &str)
Error handling for fatal non-user errors.
Definition openttd.cpp:138
static void OnStartScenario()
Triggers everything required to set up a saved scenario for a new game.
Definition openttd.cpp:817
Company * DoStartupNewCompany(bool is_ai, CompanyID company=CompanyID::Invalid())
Create a new company and sets all company variables default values.
int openttd_main(std::span< char *const > arguments)
Main entry point for this lovely game.
Definition openttd.cpp:495
static void ParseResolution(Dimension *res, const char *s)
Extract the resolution from the given string and store it in the 'res' parameter.
Definition openttd.cpp:272
static void OnStartGame(bool dedicated_server)
Triggers everything that should be triggered when starting a game.
Definition openttd.cpp:832
bool SafeLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, GameMode newgm, Subdirectory subdir, std::shared_ptr< LoadFilter > lf=nullptr)
Load the specified savegame but on error do different things.
Definition openttd.cpp:925
void ChangeAutosaveFrequency(bool reset)
Reset the interval of the autosave.
Definition openttd.cpp:1300
void StateGameLoop()
State controlling game loop.
Definition openttd.cpp:1194
void UserErrorI(const std::string &str)
Error handling for fatal user errors.
Definition openttd.cpp:117
static void ShowHelp()
Show the help message when someone passed a wrong parameter.
Definition openttd.cpp:152
bool RequestNewGRFScan(NewGRFScanCallback *callback)
Request a new NewGRF scan.
Definition openttd.cpp:1313
static void ShutdownGame()
Uninitializes drivers, frees allocated memory, cleans pools, ... Generally, prepares the game for shu...
Definition openttd.cpp:289
static void LoadIntroGame(bool load_newgrfs=true)
Load the introduction game.
Definition openttd.cpp:320
static std::vector< OptionData > CreateOptions()
Create all the options that OpenTTD supports.
Definition openttd.cpp:472
void CallWindowGameTickEvent()
Dispatch OnGameTick event over all windows.
Definition window.cpp:3255
void CheckCaches()
Check the validity of some of the caches.
std::string _config_file
Configuration file of OpenTTD.
Definition settings.cpp:62
bool HandleBootstrap()
Handle all procedures for bootstrapping OpenTTD without a base graphics set.
static IntervalTimer< TimerGameRealtime > _autosave_interval({std::chrono::milliseconds::zero(), TimerGameRealtime::AUTOSAVE}, [](auto) { _pause_mode.Reset(PauseMode::CommandDuringPause);_do_autosave=true;SetWindowDirty(WC_STATUS_BAR, 0);static FiosNumberedSaveName _autosave_ctr("autosave");DoAutoOrNetsave(_autosave_ctr);_do_autosave=false;SetWindowDirty(WC_STATUS_BAR, 0);})
Interval for regular autosaves.
@ DO_FULL_ANIMATION
Perform palette animation.
Definition openttd.h:49
@ Normal
A game normally paused.
@ CommandDuringPause
A game paused, and a command executed during the pause; resets on autosave.
@ SaveLoad
A game paused for saving/loading.
GameMode
Mode which defines the state of the game.
Definition openttd.h:18
SwitchMode
Mode which defines what mode we're switching to.
Definition openttd.h:26
@ SM_START_HEIGHTMAP
Load a heightmap and start a new game from it.
Definition openttd.h:38
@ SM_RESTART_HEIGHTMAP
Load a heightmap and start a new game from it with current settings.
Definition openttd.h:40
@ SM_LOAD_SCENARIO
Load scenario from scenario editor.
Definition openttd.h:37
@ SM_GENRANDLAND
Generate random land within scenario editor.
Definition openttd.h:36
@ SM_JOIN_GAME
Join a network game.
Definition openttd.h:41
@ SM_MENU
Switch to game intro menu.
Definition openttd.h:33
@ SM_RESTARTGAME
Restart --> 'Random game' with current settings.
Definition openttd.h:29
@ SM_RELOADGAME
Reload the savegame / scenario / heightmap you started the game with.
Definition openttd.h:30
@ SM_SAVE_HEIGHTMAP
Save heightmap.
Definition openttd.h:35
@ SM_LOAD_HEIGHTMAP
Load heightmap from scenario editor.
Definition openttd.h:39
@ SM_SAVE_GAME
Save game.
Definition openttd.h:34
@ SM_LOAD_GAME
Load game, Play Scenario.
Definition openttd.h:32
@ SM_EDITOR
Switch to scenario editor.
Definition openttd.h:31
@ SM_NEWGAME
New Game --> 'Random game'.
Definition openttd.h:28
Functions related to modal progress.
bool HasModalProgress()
Check if we are currently in a modal progress state.
Definition progress.h:17
void InitializeRailGUI()
Resets the rail GUI - sets default railtype to build and resets the signal GUI.
Functions/types etc.
Pseudo random number generator.
declaration of OTTD revision dependent variables
void InitializeRoadGUI()
I really don't know why rail_gui.cpp has this too, shouldn't be included in the other one?
Functions/types related to the road GUIs.
Base class for roadstops.
Road vehicle states.
A number of safeguards to prevent using unsafe methods.
void ProcessAsyncSaveFinish()
Handle async save finishes.
Definition saveload.cpp:380
SaveOrLoadResult LoadWithFilter(std::shared_ptr< LoadFilter > reader)
Load the game using a (reader) filter.
bool _do_autosave
are we doing an autosave at the moment?
Definition saveload.cpp:70
SaveOrLoadResult SaveOrLoad(const std::string &filename, SaveLoadOperation fop, DetailedFileType dft, Subdirectory sb, bool threaded)
Main Save or Load function where the high-level saveload functions are handled.
void DoAutoOrNetsave(FiosNumberedSaveName &counter)
Create an autosave or netsave.
EncodedString GetSaveLoadErrorType()
Return the appropriate initial string for an error depending on whether we are saving or loading.
FileToSaveLoad _file_to_saveload
File to save or load in the openttd loop.
Definition saveload.cpp:64
void DoExitSave()
Do a save when exiting the game (_settings_client.gui.autosave_on_exit)
EncodedString GetSaveLoadErrorMessage()
Return the description of the error.
Functions/types related to saving and loading games.
SaveOrLoadResult
Save or load result codes.
Definition saveload.h:408
@ SL_OK
completed successfully
Definition saveload.h:409
@ SL_REINIT
error that was caught in the middle of updating game state, need to clear it. (can only happen during...
Definition saveload.h:411
SaveLoadVersion
SaveLoad versions Previous savegame versions, the trunk revision where they were introduced and the r...
Definition saveload.h:30
bool MakeHeightmapScreenshot(const char *filename)
Make a heightmap of the current map.
Functions to make screenshots.
void LoadFromConfig(bool startup)
Load the values from the configuration files.
void SaveToConfig()
Save the values to the configuration file.
VehicleDefaultSettings _old_vds
Used for loading default vehicles settings from old savegames.
Definition settings.cpp:61
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:59
GameSettings _settings_newgame
Game settings for new games (updated from the intro screen).
Definition settings.cpp:60
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:58
Functions related to setting/changing the settings.
Base for ships.
Interface definitions for game to report/respond to social integration.
Base for all sound drivers.
Base classes/functions for stations.
Definition of base types and functions in a cross-platform compatible way.
std::string FormatArrayAsHex(std::span< const uint8_t > data)
Format a byte array into a continuous hex string.
Definition string.cpp:80
bool StrEmpty(const char *s)
Check if a string buffer is empty.
Definition string_func.h:58
void CheckForMissingGlyphs(bool base_font, MissingGlyphSearcher *searcher)
Check whether the currently loaded language pack uses characters that the currently loaded font does ...
Definition strings.cpp:2357
EncodedString GetEncodedString(StringID str)
Encode a string with no parameters into an encoded string.
Definition strings.cpp:90
std::string GetString(StringID string)
Resolve the given StringID into a std::string with formatting but no parameters.
Definition strings.cpp:426
void InitializeLanguagePacks()
Make a list of the available language packs.
Definition strings.cpp:2202
Functions related to OTTD's strings.
Callback structure of statements to be executed after the NewGRF scan.
Definition openttd.cpp:369
std::string dedicated_host
Hostname for the dedicated server.
Definition openttd.cpp:372
TimerGameCalendar::Year startyear
The start year.
Definition openttd.cpp:370
void OnNewGRFsScanned() override
Called whenever the NewGRF scan completed.
Definition openttd.cpp:388
uint16_t dedicated_port
Port for the dedicated server.
Definition openttd.cpp:373
bool save_config
The save config setting.
Definition openttd.cpp:376
std::string connection_string
Information about the server to connect to.
Definition openttd.cpp:374
uint32_t generation_seed
Seed for the new game.
Definition openttd.cpp:371
std::string join_server_password
The password to join the server with.
Definition openttd.cpp:375
AfterNewGRFScan()
Create a new callback.
Definition openttd.cpp:381
Class to backup a specific variable and restore it later.
void Restore()
Restore the variable.
uint32_t extra_version
version of the extra GRF
static void SwitchMode(PersistentStorageMode mode, bool ignore_prev_mode=false)
Clear temporary changes made since the last call to SwitchMode, and set whether subsequent changes sh...
std::string name
The name of the base set.
CompanySettings company
default values for per-company settings
MusicSettings music
settings related to music/sound
NetworkSettings network
settings related to the network
GUISettings gui
settings related to the GUI
CompanySettings settings
settings specific for each company
VehicleDefaultSettings vehicle
default settings for vehicles
bool fix_at
mouse is moving, but cursor is not (used for scrolling)
Definition gfx_type.h:129
bool in_window
mouse inside this window, determines drawing logic
Definition gfx_type.h:148
Dimensions (a width and height) of a rectangle in 2D.
static bool ResetToCurrentNewGRFConfig()
Tries to reset the engine mapping to match the current NewGRF configuration.
Definition engine.cpp:585
AbstractFileType abstract_ftype
Abstract type of file (scenario, heightmap, etc).
Definition saveload.h:418
void SetMode(FiosType ft)
Set the mode and file type of the file to save or load based on the type of file entry at the file sy...
DetailedFileType detail_ftype
Concrete file type (PNG, BMP, old save, etc).
Definition saveload.h:417
SaveLoadOperation file_op
File operation to perform.
Definition saveload.h:416
std::string name
Name of the file.
Definition saveload.h:419
A savegame name automatically numbered.
Definition fios.h:129
Information about GRF, used in the game and (part of it) in savegames.
bool IsCompatible(uint32_t old_version) const
Return whether this NewGRF can replace an older version of the same NewGRF.
uint64_t used_liveries
Bitmask of LiveryScheme used by the defined engines.
Definition newgrf.h:185
uint32_t last_newgrf_count
the numbers of NewGRFs we found during the last scan
Colours starting_colour_secondary
default secondary color scheme for the company to start a new game with
bool autosave_on_exit
save an autosave when you quit the game, but do not ask "Do you really want to quit?...
bool pause_on_newgame
whether to start new games paused or not
uint32_t autosave_interval
how often should we do autosaves?
Colours starting_colour
default color scheme for the company to start a new game with
uint8_t map_x
X size of map.
uint8_t map_y
Y size of map.
TimerGameCalendar::Year starting_year
starting date
uint32_t generation_seed
noise seed for world generation
std::chrono::steady_clock::time_point start_time
Time when the current game was started.
Definition openttd.h:56
std::optional< size_t > savegame_size
Size of the last saved savegame in bytes, or std::nullopt if not saved yet.
Definition openttd.h:58
GameCreationSettings game_creation
settings used during the creation of a game (map)
ScriptConfigSettings script_config
AI and Gamescript configuration.
VehicleSettings vehicle
options for vehicles
Data storage for parsing command line options.
Definition getoptdata.h:29
ArgumentSpan arguments
Remaining command line arguments.
Definition getoptdata.h:33
int GetOpt()
Find the next option.
const char * opt
Option value, if available (else nullptr).
Definition getoptdata.h:35
GRFConfig & GetOrCreateExtraConfig() const
Return configuration for the extra GRF, or lazily create it.
Definition gfxinit.cpp:377
Defines the internal data of a functional industry.
Definition industry.h:63
bool HasNewGrfs()
Check whether the game uses any NewGrfs.
Definition fios.h:67
std::string error_msg
Data to pass to string parameters when displaying error.
Definition fios.h:36
StringID error
Error message from loading. INVALID_STRING_ID if no error.
Definition fios.h:35
bool HasErrors()
Check whether loading the game resulted in errors.
Definition fios.h:58
void Clear()
Reset read data.
Definition fios_gui.cpp:49
static uint SizeY()
Get the size of the map along the Y.
Definition map_func.h:278
static debug_inline uint SizeX()
Get the size of the map along the X.
Definition map_func.h:269
uint8_t effect_vol
The requested effects volume.
uint8_t music_vol
The requested music volume.
bool reload_cfg
reload the config file before restarting
uint16_t server_port
port the server listens on
std::string last_joined
Last joined server.
ParticipateSurvey participate_survey
Participate in the automated survey.
Callback for NewGRF scanning.
static void Clean(PoolTypes)
Clean all pools of given type.
Definition pool_func.cpp:30
static Pool::IterateWrapper< Titem > Iterate(size_t from=0)
Returns an iterable ensemble of all valid Titem.
static Titem * Get(auto index)
Returns Titem with given index.
std::unique_ptr< class GameConfig > game
settings for gamescript
ReferenceThroughBaseContainer< std::array< std::unique_ptr< class AIConfig >, MAX_COMPANIES > > ai
settings per company
Templated helper to make a type-safe 'typedef' representing a single POD value.
bool disable_elrails
when true, the elrails are disabled
static void SaveToConfig()
Save all WindowDesc settings to _windows_file.
Definition window.cpp:176
static void LoadFromConfig()
Load all WindowDesc settings from _windows_file.
Definition window.cpp:154
Functions related to subsidies.
Definition of Interval and OneShot timers.
Definition of the game-calendar-timer.
Definition of the game-economy-timer.
Definition of the real time game-timer.
Definition of the tick-based game-timer.
Base of the town class.
Base for the train class.
uint8_t _display_opt
What do we want to draw/do?
void RunVehicleCalendarDayProc()
Age all vehicles, spreading out the action using the current TimerGameCalendar::date_fract.
Definition vehicle.cpp:933
Functions related to vehicles.
Base of all video drivers.
void InitializeSpriteSorter()
Choose the "best" sprite sorter and set _vp_sprite_sorter.
Functions related to (drawing on) viewports.
Types related to sprite sorting.
std::wstring OTTD2FS(const std::string &name)
Convert from OpenTTD's encoding to a wide string.
Definition win32.cpp:354
std::string FS2OTTD(const std::wstring &name)
Convert to OpenTTD's encoding from a wide string.
Definition win32.cpp:337
void CloseWindowById(WindowClass cls, WindowNumber number, bool force, int data)
Close a window by its class and window number (if it is open).
Definition window.cpp:1145
void ResetWindowSystem()
Reset the windowing system, by means of shutting it down followed by re-initialization.
Definition window.cpp:1823
void UnInitWindowSystem()
Close down the windowing system.
Definition window.cpp:1809
void InitWindowSystem()
(re)initialize the windowing system
Definition window.cpp:1787
void SetWindowDirty(WindowClass cls, WindowNumber number)
Mark window as dirty (in need of repainting)
Definition window.cpp:3108
@ WC_STATUS_BAR
Statusbar (at the bottom of your screen); Window numbers:
Definition window_type.h:66
@ WC_SAVELOAD
Saveload window; Window numbers:
@ ZOOM_LVL_MIN
Minimum zoom level.
Definition zoom_type.h:41