ttd.c
author tron
Thu, 27 Jan 2005 12:52:20 +0000
changeset 1192 2649bd4e556a
parent 1181 3cbae3ef2590
child 1199 198a8aad2fe9
permissions -rw-r--r--
(svn r1696) Use GetTileSlope() instead of FindLandscapeHeightByTile() where it is sufficient. FindLandscapeHeightByTile() uses GetTileSlope() internally and adds some more info, which is discarded in these cases.
While touching the code make a bit more clear how GetBridgeHeight() works.
#include "stdafx.h"
#include "table/strings.h"
#include "map.h"

#define VARDEF
#include "ttd.h"
#include "gfx.h"
#include "gui.h"
#include "station.h"
#include "vehicle.h"
#include "viewport.h"
#include "window.h"
#include "player.h"
#include "command.h"
#include "town.h"
#include "industry.h"
#include "news.h"
#include "engine.h"
#include "sound.h"
#include "economy.h"
#include "fileio.h"
#include "hal.h"
#include "airport.h"
#include "saveload.h"
#include "ai.h"
#include "console.h"
#include "screenshot.h"
#include "network.h"
#include "signs.h"

#include <stdarg.h>

void IncreaseSpriteLRU(void);
void GenerateWorld(int mode);
void CallLandscapeTick(void);
void IncreaseDate(void);
void RunOtherPlayersLoop(void);
void DoPaletteAnimations(void);
void MusicLoop(void);
void ResetMusic(void);
void InitializeStations(void);
void DeleteAllPlayerStations(void);

extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern void DoStartupNewPlayer(bool is_ai);
extern void ShowOSErrorBox(const char *buf);

void redsq_debug(int tile);
bool LoadSavegame(const char *filename);

extern void HalGameLoop(void);

uint32 _pixels_redrawn;
bool _dbg_screen_rect;
bool disable_computer; // We should get ride of this thing.. is only used for a debug-cheat
static byte _os_version = 0;

void CDECL error(const char *s, ...) {
	va_list va;
	char buf[512];
	va_start(va, s);
	vsprintf(buf, s, va);
	va_end(va);

	ShowOSErrorBox(buf);
	if (_video_driver)
		_video_driver->stop();

	assert(0);
	exit(1);
}

void CDECL debug(const char *s, ...)
{
	va_list va;
	char buf[1024];
	va_start(va, s);
	vsprintf(buf, s, va);
	va_end(va);
	fprintf(stderr, "dbg: %s\n", buf);
	IConsoleDebug(buf);
}

void CDECL ShowInfoF(const char *str, ...)
{
	va_list va;
	char buf[1024];
	va_start(va, str);
	vsprintf(buf, str, va);
	va_end(va);
	ShowInfo(buf);
}

char * CDECL str_fmt(const char *str, ...)
{
	char buf[4096];
	va_list va;
	int len;
	char *p;

	va_start(va, str);
	len = vsprintf(buf, str, va);
	va_end(va);
	p = malloc(len + 1);
	if (p)
		memcpy(p, buf, len + 1);
	return p;
}


// NULL midi driver
static char *NullMidiStart(char **parm) { return NULL; }
static void NullMidiStop(void) {}
static void NullMidiPlaySong(const char *filename) {}
static void NullMidiStopSong(void) {}
static bool NullMidiIsSongPlaying(void) { return true; }
static void NullMidiSetVolume(byte vol) {}

const HalMusicDriver _null_music_driver = {
	NullMidiStart,
	NullMidiStop,
	NullMidiPlaySong,
	NullMidiStopSong,
	NullMidiIsSongPlaying,
	NullMidiSetVolume,
};

// NULL video driver
static void *_null_video_mem;
static const char *NullVideoStart(char **parm) {
	_screen.width = _screen.pitch = _cur_resolution[0];
	_screen.height = _cur_resolution[1];
	_null_video_mem = malloc(_cur_resolution[0]*_cur_resolution[1]);
	return NULL;
}
static void NullVideoStop(void) { free(_null_video_mem); }
static void NullVideoMakeDirty(int left, int top, int width, int height) {}
static int NullVideoMainLoop(void)
{
	int i = 1000;
	do {
		GameLoop();
		_screen.dst_ptr = _null_video_mem;
		UpdateWindows();
	}	while (--i);
	return ML_QUIT;
}

static bool NullVideoChangeRes(int w, int h) { return false; }


const HalVideoDriver _null_video_driver = {
	NullVideoStart,
	NullVideoStop,
	NullVideoMakeDirty,
	NullVideoMainLoop,
	NullVideoChangeRes,
};

// NULL sound driver
static char *NullSoundStart(char **parm) { return NULL; }
static void NullSoundStop(void) {}
const HalSoundDriver _null_sound_driver = {
	NullSoundStart,
	NullSoundStop,
};

enum {
	DF_PRIORITY_MASK = 0xf,
};

typedef struct {
	const DriverDesc *descs;
	const char *name;
	void *var;
} DriverClass;

static DriverClass _driver_classes[] = {
	{_video_driver_descs, "video", &_video_driver},
	{_sound_driver_descs, "sound", &_sound_driver},
	{_music_driver_descs, "music", &_music_driver},
};

static const DriverDesc *GetDriverByName(const DriverDesc *dd, const char *name)
{
	do {
		if (!strcmp(dd->name, name))
			return dd;
	} while ((++dd)->name);
	return NULL;
}

static const DriverDesc *ChooseDefaultDriver(const DriverDesc *dd)
{
	const DriverDesc *best = NULL;
	int best_pri = -1;
	do {
		if ((int)(dd->flags&DF_PRIORITY_MASK) > best_pri && _os_version >= (byte)dd->flags) {
			best_pri = dd->flags&DF_PRIORITY_MASK;
			best = dd;
		}
	} while ((++dd)->name);
	return best;
}

void ttd_strlcpy(char *dst, const char *src, size_t size)
{
	assert(size > 0);
	while (--size > 0 && *src != '\0') *dst++ = *src++;
	*dst = '\0';
}

void ttd_strlcat(char *dst, const char *src, size_t size)
{
	assert(size > 0);
	for (; size > 0 && *dst != '\0'; --size, ++dst) {}
	assert(size > 0);
	while (--size > 0 && *src != '\0') *dst++ = *src++;
	*dst = '\0';
}

static char *strecpy(char *dst, const char *src)
{
	while ( (*dst++ = *src++) != 0) {}
	return dst - 1;
}

byte *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
{
	FILE *in;
	byte *mem;
	size_t len;

	in = fopen(filename, "rb");
	if (in == NULL)
		return NULL;

	fseek(in, 0, SEEK_END);
	len = ftell(in);
	fseek(in, 0, SEEK_SET);
	if (len > maxsize || (mem = malloc(len + 1)) == NULL) {
		fclose(in);
		return NULL;
	}
	mem[len] = 0;
	if (fread(mem, len, 1, in) != 1) {
		fclose(in);
		free(mem);
		return NULL;
	}
	fclose(in);

	*lenp = len;
	return mem;
}

void LoadDriver(int driver, const char *name)
{
	const DriverClass *dc = &_driver_classes[driver];
	const DriverDesc *dd;
	const void **var;
	const void *drv;
	const char *err;
	char *parm;
	char buffer[256];
	char *parms[32];

	parms[0] = NULL;

	if (!*name) {
		dd = ChooseDefaultDriver(dc->descs);
	} else {
		// Extract the driver name and put parameter list in parm
		ttd_strlcpy(buffer, name, sizeof(buffer));
		parm = strchr(buffer, ':');
		if (parm) {
			uint np = 0;
			// Tokenize the parm.
			do {
				*parm++ = 0;
				if (np < lengthof(parms) - 1)
					parms[np++] = parm;
				while (*parm != 0 && *parm != ',')
					parm++;
			} while (*parm == ',');
			parms[np] = NULL;
		}
		dd = GetDriverByName(dc->descs, buffer);
		if (dd == NULL)
			error("No such %s driver: %s\n", dc->name, buffer);
	}
	var = dc->var;
	if (*var != NULL) ((const HalCommonDriver*)*var)->stop();
	*var = NULL;
	drv = dd->drv;
	if ((err=((const HalCommonDriver*)drv)->start(parms)) != NULL)
		error("Unable to load driver %s(%s). The error was: %s\n", dd->name, dd->longname, err);
	*var = drv;
}

static void showhelp(void)
{
	char buf[4096], *p;
	const DriverClass *dc = _driver_classes;
	const DriverDesc *dd;
	int i;

	p = strecpy(buf,
		"Command line options:\n"
		"  -v drv              = Set video driver (see below)\n"
		"  -s drv              = Set sound driver (see below)\n"
		"  -m drv              = Set music driver (see below)\n"
		"  -r res              = Set resolution (for instance 800x600)\n"
		"  -h                  = Display this help text\n"
		"  -t date             = Set starting date\n"
		"  -d [dbg]            = Debug mode\n"
		"  -l lng              = Select Language\n"
		"  -e                  = Start Editor\n"
		"  -g [savegame]       = Start new/save game immediately\n"
		"  -G seed             = Set random seed\n"
		"  -n [ip#player:port] = Start networkgame\n"
		"  -D                  = Start dedicated server\n"
		#if !defined(__MORPHOS__) && !defined(__AMIGA__)
		"  -f                  = Fork into the background (dedicated only)\n"
		#endif
		"  -i                  = Force to use the DOS palette (use this if you see a lot of pink)\n"
		"  -p #player          = Player as #player (deprecated) (network only)\n"
	);

	for(i=0; i!=lengthof(_driver_classes); i++,dc++) {
		p += sprintf(p, "List of %s drivers:\n", dc->name);
		dd = dc->descs;
		do {
			p += sprintf(p, "%10s: %s\n", dd->name, dd->longname);
		} while ((++dd)->name);
	}

	ShowInfo(buf);
}


char *GetDriverParam(char **parm, const char *name)
{
	char *p;
	int len = strlen(name);
	while ((p = *parm++) != NULL) {
		if (!strncmp(p,name,len)) {
			if (p[len] == '=') return p + len + 1;
			if (p[len] == 0)   return p + len;
		}
	}
	return NULL;
}

bool GetDriverParamBool(char **parm, const char *name)
{
	char *p = GetDriverParam(parm, name);
	return p != NULL;
}

int GetDriverParamInt(char **parm, const char *name, int def)
{
	char *p = GetDriverParam(parm, name);
	return p != NULL ? atoi(p) : def;
}

typedef struct {
	char *opt;
	int numleft;
	char **argv;
	const char *options;
	char *cont;
} MyGetOptData;

static void MyGetOptInit(MyGetOptData *md, int argc, char **argv, const char *options)
{
	md->cont = NULL;
	md->numleft = argc;
	md->argv = argv;
	md->options = options;
}

static int MyGetOpt(MyGetOptData *md)
{
	char *s,*r,*t;

	if ((s=md->cont) != NULL)
		goto md_continue_here;

	while(true) {
		if (--md->numleft < 0)
			return -1;

		s = *md->argv++;
		if (*s == '-') {
md_continue_here:;
			s++;
			if (*s != 0) {
				// Found argument, try to locate it in options.
				if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
					// ERROR!
					return -2;
				}
				if (r[1] == ':') {
					// Item wants an argument. Check if the argument follows, or if it comes as a separate arg.
					if (!*(t = s + 1)) {
						// It comes as a separate arg. Check if out of args?
						if (--md->numleft < 0 || *(t = *md->argv) == '-') {
							// Check if item is optional?
							if (r[2] != ':')
								return -2;
							md->numleft++;
							t = NULL;
						} else {
							md->argv++;
						}
					}
					md->opt = t;
					md->cont = NULL;
					return *s;
				}
				md->opt = NULL;
				md->cont = s;
				return *s;
			}
		} else {
			// This is currently not supported.
			return -2;
		}
	}
}

void SetDebugString(const char *s)
{
	int v;
	char *end;
	const char *t;
	int *p;

	// global debugging level?
	if (*s >= '0' && *s <= '9') {
		v = strtoul(s, &end, 0);
		s = end;

		_debug_spritecache_level = v;
		_debug_misc_level = v;
		_debug_grf_level = v;
		_debug_ai_level = v;
		_debug_net_level = v;
	}

	// individual levels
	for(;;) {
		// skip delimiters
		while (*s == ' ' || *s == ',' || *s == '\t') s++;
		if (*s == 0) break;

		t = s;
		while (*s >= 'a' && *s <= 'z') s++;

#define IS_LVL(x) (s - t == sizeof(x)-1 && !memcmp(t, x, sizeof(x)-1))
		// check debugging levels
		if IS_LVL("misc") p = &_debug_misc_level;
		else if IS_LVL("spritecache") p = &_debug_spritecache_level;
		else if IS_LVL("grf") p = &_debug_grf_level;
		else if IS_LVL("ai") p = &_debug_ai_level;
		else if IS_LVL("net") p = &_debug_net_level;
		else {
			ShowInfoF("Unknown debug level '%.*s'", s-t, t);
			return;
		}
#undef IS_LVL
		if (*s == '=') s++;
		v = strtoul(s, &end, 0);
		s = end;
		if (p) *p = v;
	}
}

static void ParseResolution(int res[2], char *s)
{
	char *t = strchr(s, 'x');
	if (t == NULL) {
		ShowInfoF("Invalid resolution '%s'", s);
		return;
	}

	res[0] = strtoul(s, NULL, 0);
	res[1] = strtoul(t + 1, NULL, 0);
}

static void InitializeDynamicVariables(void)
{
	/* Dynamic stuff needs to be initialized somewhere... */
	_stations_size = lengthof(_stations);
	_station_sort = NULL;

	_vehicles_size = lengthof(_vehicles);
	_vehicle_sort = NULL;

	_towns_size = lengthof(_towns);
	_town_sort = NULL;

	_industries_size = lengthof(_industries);
	_industry_sort = NULL;

	_sign_size = lengthof(_sign_list);
	_orders_size = lengthof(_orders);
}

static void UnInitializeDynamicVariables(void)
{
	/* Dynamic stuff needs to be free'd somewhere... */
	free(_station_sort);

	free(_vehicle_sort);

	free(_town_sort);

	free(_industry_sort);
}


static void LoadIntroGame(void)
{
	char filename[256];
	_game_mode = GM_MENU;
	_display_opt &= ~DO_TRANS_BUILDINGS; // don't make buildings transparent in intro

	_opt_mod_ptr = &_new_opt;
	GfxLoadSprites();
	LoadStringWidthTable();

	// Setup main window
	InitWindowSystem();
	SetupColorsAndInitialWindow();

	// Generate a world.
	sprintf(filename, "%sopntitle.dat",  _path.data_dir);
	if (SaveOrLoad(filename, SL_LOAD) != SL_OK) {
#if defined SECOND_DATA_DIR
		sprintf(filename, "%sopntitle.dat",  _path.second_data_dir);
		if (SaveOrLoad(filename, SL_LOAD) != SL_OK)
#endif
			GenerateWorld(1); // if failed loading, make empty world.
	}
	_opt.currency = _new_opt.currency;

	_pause = 0;
	_local_player = 0;
	MarkWholeScreenDirty();

	// Play main theme
	if (_music_driver->is_song_playing()) ResetMusic();
}

extern void DedicatedFork(void);
extern void CheckExternalFiles(void);

int ttd_main(int argc, char* argv[])
{
	MyGetOptData mgo;
	int i;
	bool network = false;
	char *network_conn = NULL;
	char *language = NULL;
	const char *optformat;
	char musicdriver[16], sounddriver[16], videodriver[16];
	int resolution[2] = {0,0};
	uint startdate = -1;
	musicdriver[0] = sounddriver[0] = videodriver[0] = 0;

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = INVALID_STRING_ID;
	_dedicated_forks = false;
	_dedicated_enabled = false;

	_redirect_console_to_client = 0;

	// The last param of the following function means this:
	//   a letter means: it accepts that param (e.g.: -h)
	//   a ':' behind it means: it need a param (e.g.: -m<driver>)
	//   a '::' behind it means: it can optional have a param (e.g.: -d<debug>)
	#if !defined(__MORPHOS__) && !defined(__AMIGA__)
		optformat = "m:s:v:hDfn::l:eit:d::r:g::G:p:";
	#else
		optformat = "m:s:v:hDn::l:eit:d::r:g::G:p:"; // no fork option
	#endif

	MyGetOptInit(&mgo, argc-1, argv+1, optformat);
	while ((i = MyGetOpt(&mgo)) != -1) {
		switch(i) {
		case 'm': ttd_strlcpy(musicdriver, mgo.opt, sizeof(musicdriver)); break;
		case 's': ttd_strlcpy(sounddriver, mgo.opt, sizeof(sounddriver)); break;
		case 'v': ttd_strlcpy(videodriver, mgo.opt, sizeof(videodriver)); break;
		case 'D': {
				sprintf(musicdriver,"null");
				sprintf(sounddriver,"null");
				sprintf(videodriver,"dedicated");
				_dedicated_enabled = true;
			} break;
		case 'f': {
				_dedicated_forks = true;
			}; break;
		case 'n': {
				network = true;
				if (mgo.opt)
					// Optional, you can give an IP
					network_conn = mgo.opt;
				else
					network_conn = NULL;
			} break;
		case 'r': ParseResolution(resolution, mgo.opt); break;
		case 'l': {
				language = mgo.opt;
			} break;
		case 't': {
				startdate = atoi(mgo.opt);
			} break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt)
					SetDebugString(mgo.opt);
			} break;
		case 'e': _switch_mode = SM_EDITOR; break;
		case 'i': _use_dos_palette = true; break;
		case 'g':
			if (mgo.opt) {
				strcpy(_file_to_saveload.name, mgo.opt);
				_switch_mode = SM_LOAD;
			} else
				_switch_mode = SM_NEWGAME;
			break;
		case 'G':
			_random_seeds[0][0] = atoi(mgo.opt);
			break;
		case 'p': {
			int i = atoi(mgo.opt);
			// Play as an other player in network games
			if (IS_INT_INSIDE(i, 1, MAX_PLAYERS)) _network_playas = i;
			break;
		}
		case -2:
 		case 'h':
			showhelp();
			return 0;
		}
	}

	DeterminePaths();
	CheckExternalFiles();

#ifdef UNIX
	// We must fork here, or we'll end up without some resources we need (like sockets)
	if (_dedicated_forks)
		DedicatedFork();
#endif

	LoadFromConfig();
	LoadFromHighScore();

	// override config?
	if (musicdriver[0]) ttd_strlcpy(_ini_musicdriver, musicdriver, sizeof(_ini_musicdriver));
	if (sounddriver[0]) ttd_strlcpy(_ini_sounddriver, sounddriver, sizeof(_ini_sounddriver));
	if (videodriver[0]) ttd_strlcpy(_ini_videodriver, videodriver, sizeof(_ini_videodriver));
	if (resolution[0]) { _cur_resolution[0] = resolution[0]; _cur_resolution[1] = resolution[1]; }
	if (startdate != (uint)-1) _patches.starting_date = startdate;

	if (_dedicated_forks && !_dedicated_enabled)
		_dedicated_forks = false;

	// enumerate language files
	InitializeLanguagePacks();

	// initialize screenshot formats
	InitializeScreenshotFormats();

	// initialize airport state machines
	InitializeAirports();

	/* initialize all variables that are allocated dynamically */
	InitializeDynamicVariables();

	// Sample catalogue
	DEBUG(misc, 1) ("Loading sound effects...");
	_os_version = GetOSVersion();
	MxInitialize(11025, "sample.cat");

	// This must be done early, since functions use the InvalidateWindow* calls
	InitWindowSystem();

	GfxLoadSprites();
	LoadStringWidthTable();

	DEBUG(misc, 1) ("Loading drivers...");
	LoadDriver(SOUND_DRIVER, _ini_sounddriver);
	LoadDriver(MUSIC_DRIVER, _ini_musicdriver);
	LoadDriver(VIDEO_DRIVER, _ini_videodriver); // load video last, to prevent an empty window while sound and music loads
	MusicLoop();
	_savegame_sort_order = 1; // default sorting of savegames is by date, newest first

#ifdef ENABLE_NETWORK
	// initialize network-core
	NetworkStartUp();
#endif /* ENABLE_NETWORK */

	// Default difficulty level
	_opt_mod_ptr = &_new_opt;

	// ugly hack, if diff_level is 9, it means we got no setting from the config file, so we load the default settings.
	if (_opt_mod_ptr->diff_level == 9)
		SetDifficultyLevel(0, _opt_mod_ptr);

	// initialize the ingame console
	IConsoleInit();
	IConsoleCmdExec("exec scripts/autoexec.scr 0");

	InitPlayerRandoms();

#ifdef ENABLE_NETWORK
	if ((network) && (_network_available)) {
		if (network_conn != NULL) {
			const byte *port = NULL;
			const byte *player = NULL;
			uint16 rport;

			rport = NETWORK_DEFAULT_PORT;

			ParseConnectionString(&player, &port, network_conn);

			if (player != NULL) _network_playas = atoi(player);
			if (port != NULL) rport = atoi(port);

			LoadIntroGame();
			_switch_mode = SM_NONE;
			NetworkClientConnectGame(network_conn, rport);
		}
	}
#endif /* ENABLE_NETWORK */

	while (_video_driver->main_loop() == ML_SWITCHDRIVER) {}

	IConsoleFree();

#ifdef ENABLE_NETWORK
	if (_network_available) {
		// Shut down the network and close any open connections
		NetworkDisconnect();
		NetworkUDPClose();
		NetworkShutDown();
	}
#endif /* ENABLE_NETWORK */

	_video_driver->stop();
	_music_driver->stop();
	_sound_driver->stop();

	SaveToConfig();
	SaveToHighScore();

	// uninitialize airport state machines
	UnInitializeAirports();

	/* uninitialize variables that are allocated dynamic */
	UnInitializeDynamicVariables();

	/* Close all and any open filehandles */
	FioCloseAll();

	return 0;
}

static void ShowScreenshotResult(bool b)
{
	if (b) {
		SetDParam(0, STR_SPEC_SCREENSHOT_NAME);
		ShowErrorMessage(INVALID_STRING_ID, STR_031B_SCREENSHOT_SUCCESSFULLY, 0, 0);
	} else {
		ShowErrorMessage(INVALID_STRING_ID, STR_031C_SCREENSHOT_FAILED, 0, 0);
	}

}

static void MakeNewGame(void)
{
	_game_mode = GM_NORMAL;

	// Copy in game options
	_opt_mod_ptr = &_opt;
	memcpy(&_opt, &_new_opt, sizeof(_opt));

	GfxLoadSprites();

	// Reinitialize windows
	InitWindowSystem();
	LoadStringWidthTable();

	SetupColorsAndInitialWindow();

	// Randomize world
	GenerateWorld(0);

	// In a dedicated server, the server does not play
	if (_network_dedicated) {
		_local_player = OWNER_SPECTATOR;
	}	else {
		// Create a single player
		DoStartupNewPlayer(false);

		_local_player = 0;
	}

	MarkWholeScreenDirty();
}

static void MakeNewEditorWorld(void)
{
	_game_mode = GM_EDITOR;

	// Copy in game options
	_opt_mod_ptr = &_opt;
	memcpy(&_opt, &_new_opt, sizeof(_opt));

	GfxLoadSprites();

	// Re-init the windowing system
	InitWindowSystem();

	// Create toolbars
	SetupColorsAndInitialWindow();

	// Startup the game system
	GenerateWorld(1);

	_local_player = OWNER_NONE;
	MarkWholeScreenDirty();
}

void StartupPlayers(void);
void StartupDisasters(void);

static void StartScenario(void)
{
	_game_mode = GM_NORMAL;

	// invalid type
	if (_file_to_saveload.mode == SL_INVALID) {
		printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
		ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
		_game_mode = GM_MENU;
		return;
	}

	// Copy in game options
	// Removed copying of game options when using "new game". --dominik
	// _opt_mod_ptr = &_opt;
	// memcpy(&_opt, &_new_opt, sizeof(_opt));

	GfxLoadSprites();

	// Reinitialize windows
	InitWindowSystem();
	LoadStringWidthTable();

	SetupColorsAndInitialWindow();

	// Load game
	if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
		LoadIntroGame();
		ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
	}

	// Inititalize data
	StartupPlayers();
	StartupEngines();
	StartupDisasters();

	// When starting a scenario, is it really a load..
	//  and in AfterLoad a player is started when it is
	//  a scenario.. so we do not need it here.
//	DoStartupNewPlayer(false);

	_local_player = 0;

	MarkWholeScreenDirty();
}

bool SafeSaveOrLoad(const char *filename, int mode, int newgm)
{
	byte ogm = _game_mode;
	int r;

	_game_mode = newgm;
	r = SaveOrLoad(filename, mode);
	if (r == SL_REINIT) {
		if (ogm == GM_MENU)
			LoadIntroGame();
		else if (ogm == GM_EDITOR)
			MakeNewEditorWorld();
		else
			MakeNewGame();
		return false;
	} else if (r != SL_OK) {
		_game_mode = ogm;
		return false;
	} else
		return true;
}

void SwitchMode(int new_mode)
{
	_in_state_game_loop = true;

#ifdef ENABLE_NETWORK
	// If we are saving something, the network stays in his current state
	if (new_mode != SM_SAVE) {
		// If the network is active, make it not-active
		if (_networking) {
			if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME)) {
				NetworkReboot();
				NetworkUDPClose();
			} else {
				NetworkDisconnect();
				NetworkUDPClose();
			}
		}

		// 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) {
				NetworkServerStart();
			} else {
				// This client no longer wants to be a network-server
				_is_network_server = false;
			}
		}
	}
#endif /* ENABLE_NETWORK */

	switch(new_mode) {
	case SM_EDITOR: // Switch to scenario editor
		MakeNewEditorWorld();
		break;

	case SM_NEWGAME:
#ifdef ENABLE_NETWORK
		if (_network_server)
			snprintf(_network_game_info.map_name, 40, "Random");
#endif /* ENABLE_NETWORK */
		MakeNewGame();
		break;

	case SM_START_SCENARIO:
		StartScenario();
		break;

normal_load:
	case SM_LOAD: { // Load game

		_error_message = INVALID_STRING_ID;
		if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
			LoadIntroGame();
			ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
		} else {
			_opt_mod_ptr = &_opt;
			_local_player = 0;
			DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)
#ifdef ENABLE_NETWORK
			if (_network_server)
				snprintf(_network_game_info.map_name, 40, "Loaded game");
#endif /* ENABLE_NETWORK */
		}
		break;
	}

	case SM_LOAD_SCENARIO: {
		int i;

		if (_game_mode == GM_MENU) goto normal_load;

		if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR)) {
			_opt_mod_ptr = &_opt;

			_local_player = OWNER_NONE;
			_generating_world = true;
			// delete all players.
			for(i=0; i != MAX_PLAYERS; i++) {
				ChangeOwnershipOfPlayerItems(i, 0xff);
				_players[i].is_active = false;
			}
			_generating_world = false;
			// delete all stations owned by a player
			DeleteAllPlayerStations();

#ifdef ENABLE_NETWORK
			if (_network_server)
				snprintf(_network_game_info.map_name, 40, "Loaded scenario");
#endif /* ENABLE_NETWORK */
		} else
			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);

		break;
	}


	case SM_MENU: // Switch to game menu
		LoadIntroGame();
		break;

	case SM_SAVE: // Save game
		if (SaveOrLoad(_file_to_saveload.name, SL_SAVE) != SL_OK)
			ShowErrorMessage(INVALID_STRING_ID, STR_4007_GAME_SAVE_FAILED, 0, 0);
		else
			DeleteWindowById(WC_SAVELOAD, 0);
		break;

	case SM_GENRANDLAND:
		GenerateWorld(2);
		// XXX: set date
		_local_player = OWNER_NONE;
		MarkWholeScreenDirty();
		break;
	}

	if (_switch_mode_errorstr!=INVALID_STRING_ID)
		ShowErrorMessage(INVALID_STRING_ID,_switch_mode_errorstr,0,0);

	_in_state_game_loop = false;
}


// State controlling game loop.
// The state must not be changed from anywhere
// but here.
// That check is enforced in DoCommand.
void StateGameLoop(void)
{
	// dont execute the state loop during pause
	if (_pause) return;

	_in_state_game_loop = true;
	// _frame_counter is increased somewhere else when in network-mode
	//  Sidenote: _frame_counter is ONLY used for _savedump in non-MP-games
	//    Should that not be deleted? If so, the next 2 lines can also be deleted
	if (!_networking)
		_frame_counter++;

	if (_savedump_path[0] && (uint)_frame_counter >= _savedump_first && (uint)(_frame_counter -_savedump_first) % _savedump_freq == 0 ) {
		char buf[100];
		sprintf(buf, "%s%.5d.sav", _savedump_path, _frame_counter);
		SaveOrLoad(buf, SL_SAVE);
		if ((uint)_frame_counter >= _savedump_last) exit(1);
	}

	if (_game_mode == GM_EDITOR) {
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();
		CallWindowTickEvent();
		NewsLoop();
	} else {
		// All these actions has to be done from OWNER_NONE
		//  for multiplayer compatibility
		uint p = _current_player;
		_current_player = OWNER_NONE;

		AnimateAnimatedTiles();
		IncreaseDate();
		RunTileLoop();
		CallVehicleTicks();
		CallLandscapeTick();

		// To bad the AI does not work in multiplayer, because states are not saved
		//  perfectly
		if (!disable_computer && !_networking)
			RunOtherPlayersLoop();

		CallWindowTickEvent();
		NewsLoop();
		_current_player = p;
	}

	_in_state_game_loop = false;
}

static void DoAutosave(void)
{
	char buf[200];

	if (_patches.keep_all_autosave && _local_player != OWNER_SPECTATOR) {
		Player *p;
		char *s;
		sprintf(buf, "%s%s", _path.autosave_dir, PATHSEP);
		p = DEREF_PLAYER(_local_player);
		SetDParam(0, p->name_1);
		SetDParam(1, p->name_2);
		SetDParam(2, _date);
		s= (char*)GetString(buf + strlen(_path.autosave_dir) + strlen(PATHSEP), STR_4004);
		strcpy(s, ".sav");
	} else {
		int n = _autosave_ctr;
		_autosave_ctr = (_autosave_ctr + 1) & 15;
		sprintf(buf, "%s%sautosave%d.sav", _path.autosave_dir, PATHSEP, n);
	}

	DEBUG(misc, 2) ("Autosaving to %s", buf);
	if (SaveOrLoad(buf, SL_SAVE) != SL_OK)
		ShowErrorMessage(INVALID_STRING_ID, STR_AUTOSAVE_FAILED, 0, 0);
}

void GameLoop(void)
{
	int m;

	// autosave game?
	if (_do_autosave) {
		_do_autosave = false;
		DoAutosave();
		RedrawAutosave();
	}

	// make a screenshot?
	if ((m=_make_screenshot) != 0) {
		_make_screenshot = 0;
		switch(m) {
		case 1: // make small screenshot
			UndrawMouseCursor();
			ShowScreenshotResult(MakeScreenshot());
			break;
		case 2: // make large screenshot
			ShowScreenshotResult(MakeWorldScreenshot(-(int)MapMaxX() * 32, 0, MapMaxX() * 64, MapSizeY() * 32, 0));
			break;
		}
	}

	// switch game mode?
	if ((m=_switch_mode) != SM_NONE) {
		_switch_mode = SM_NONE;
		SwitchMode(m);
	}

	IncreaseSpriteLRU();
	InteractiveRandom();

	if (_scroller_click_timeout > 3)
		_scroller_click_timeout -= 3;
	else
		_scroller_click_timeout = 0;

	_caret_timer += 3;
	_timer_counter+=8;
	CursorTick();

#ifdef ENABLE_NETWORK
	// Check for UDP stuff
	NetworkUDPGameLoop();

	if (_networking) {
		// 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(_network_last_host, _network_last_port);
		}
		// Singleplayer
		StateGameLoop();
	}
#else
	StateGameLoop();
#endif /* ENABLE_NETWORK */

	if (!_pause && _display_opt&DO_FULL_ANIMATION)
		DoPaletteAnimations();

	if (!_pause || _cheats.build_in_pause.value)
		MoveAllTextEffects();

	MouseLoop();

	if (_game_mode != GM_MENU)
		MusicLoop();
}

void BeforeSaveGame(void)
{
	Window *w = FindWindowById(WC_MAIN_WINDOW, 0);

	if (w != NULL) {
		_saved_scrollpos_x = WP(w,vp_d).scrollpos_x;
		_saved_scrollpos_y = WP(w,vp_d).scrollpos_y;
		_saved_scrollpos_zoom = w->viewport->zoom;
	}
}

static void ConvertTownOwner(void)
{
	uint tile;

	for (tile = 0; tile != MapSize(); tile++) {
		if (IsTileType(tile, MP_STREET)) {
			if ((_map5[tile] & 0xF0) == 0x10 && _map3_lo[tile] & 0x80)
				_map3_lo[tile] = OWNER_TOWN;

			if (_map_owner[tile] & 0x80)
				_map_owner[tile] = OWNER_TOWN;
		} else if (IsTileType(tile, MP_TUNNELBRIDGE)) {
			if (_map_owner[tile] & 0x80)
				_map_owner[tile] = OWNER_TOWN;
		}
	}
}

// before savegame version 4, the name of the company determined if it existed
static void CheckIsPlayerActive(void)
{
	Player *p;
	FOR_ALL_PLAYERS(p) {
		if (p->name_1 != 0) {
			p->is_active = true;
		}
	}
}

// since savegame version 4.1, exclusive transport rights are stored at towns
static void UpdateExclusiveRights(void)
{
	Town *t;
	FOR_ALL_TOWNS(t) if (t->xy != 0) {
		t->exclusivity=(byte)-1;
	}

	/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
			could be implemented this way:
			1.) Go through all stations
					Build an array town_blocked[ town_id ][ player_id ]
				 that stores if at least one station in that town is blocked for a player
			2.) Go through that array, if you find a town that is not blocked for
				 	one player, but for all others, then give him exclusivity.
	*/
}

byte convert_currency[] = {
	 0,  1, 12,  8,  3,
	10, 14, 19,  4,  5,
	 9, 11, 13,  6, 17,
	16, 22, 21,  7, 15,
	18,  2, 20, };

// since savegame version 4.2 the currencies are arranged differently
static void UpdateCurrencies(void)
{
	_opt.currency = convert_currency[_opt.currency];
}

/* Up to revision 1413 the invisible tiles at the southern border have not been
 * MP_VOID, even though they should have. This is fixed by this function
 */
static void UpdateVoidTiles(void)
{
	uint i;

	for (i = 0; i < MapMaxY(); ++i)
		SetTileType(i * MapSizeX() + MapMaxX(), MP_VOID);
	for (i = 0; i < MapSizeX(); ++i)
		SetTileType(MapSizeX() * MapMaxY() + i, MP_VOID);
}

// since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255)
static void UpdateSignOwner(void)
{
	SignStruct *ss;
	FOR_ALL_SIGNS(ss) {
		ss->owner = OWNER_NONE; // no owner
	}
}

extern void UpdateOldAircraft( void );
extern void UpdateOilRig( void );

bool AfterLoadGame(uint version)
{
	Window *w;
	ViewPort *vp;

	// in version 2.1 of the savegame, town owner was unified.
	if (version <= 0x200) {
		ConvertTownOwner();
	}

	// from version 4.1 of the savegame, exclusive rights are stored at towns
	if (version <= 0x400) {
		UpdateExclusiveRights();
	}

	// from version 4.2 of the savegame, currencies are in a different order
	if (version <= 0x401) {
		UpdateCurrencies();
	}

	// from version 6.0 of the savegame, signs have an "owner"
	if (version <= 0x600) {
		UpdateSignOwner();
	}

	/* In old version there seems to be a problem that water is owned by
	    OWNER_NONE, not OWNER_WATER.. I can't replicate it for the current
	    (0x402) version, so I just check when versions are older, and then
	    walk through the whole map.. */
	if (version <= 0x402) {
		TileIndex tile = TILE_XY(0,0);
		uint w = MapSizeX();
		uint h = MapSizeY();

		BEGIN_TILE_LOOP(tile_cur, w, h, tile)
			if (IsTileType(tile_cur, MP_WATER) && _map_owner[tile_cur] >= MAX_PLAYERS)
				_map_owner[tile_cur] = OWNER_WATER;
		END_TILE_LOOP(tile_cur, w, h, tile)
	}

	// convert road side to my format.
	if (_opt.road_side) _opt.road_side = 1;

	// Load the sprites
	GfxLoadSprites();

	// Update current year
	SetDate(_date);

	// reinit the landscape variables (landscape might have changed)
	InitializeLandscapeVariables(true);

	// Update all vehicles
	AfterLoadVehicles();
	// in version 2.2 of the savegame, we have new airports
	if (version <= 0x201) {
		UpdateOldAircraft();
	}

	UpdateAllStationVirtCoord();

	// Setup town coords
	AfterLoadTown();
	UpdateAllSignVirtCoords();

	// make sure there is a town in the game
	if (_game_mode == GM_NORMAL && !ClosestTownFromTile(0, (uint)-1))
	{
		_error_message = STR_NO_TOWN_IN_SCENARIO;
		return false;
	}

	// Initialize windows
	InitWindowSystem();
	SetupColorsAndInitialWindow();

	w = FindWindowById(WC_MAIN_WINDOW, 0);

	WP(w,vp_d).scrollpos_x = _saved_scrollpos_x;
	WP(w,vp_d).scrollpos_y = _saved_scrollpos_y;

	vp = w->viewport;
	vp->zoom = _saved_scrollpos_zoom;
	vp->virtual_width = vp->width << vp->zoom;
	vp->virtual_height = vp->height << vp->zoom;


	// in version 4.0 of the savegame, is_active was introduced to determine
	// if a player does exist, rather then checking name_1
	if (version <= 0x400) {
		CheckIsPlayerActive();
	}

	// the void tiles on the southern border used to belong to a wrong class.
	if (version <= 0x402)
		UpdateVoidTiles();

	// If Load Scenario / New (Scenario) Game is used,
	//  a player does not exist yet. So create one here.
	// 1 exeption: network-games. Those can have 0 players
	//   But this exeption is not true for network_servers!
	if (!_players[0].is_active && (!_networking || (_networking && _network_server)))
		DoStartupNewPlayer(false);

	DoZoomInOutWindow(ZOOM_NONE, w); // update button status
	MarkWholeScreenDirty();

	//In 5.1, Oilrigs have been moved (again)
	if (version <= 0x500) {
		UpdateOilRig();
	}

	return true;
}

void DebugProc(int i)
{
	switch(i) {
	case 0:
		*(byte*)0 = 0;
		break;
	case 1:
		/* Server can not cheat in advertise mode either! */
#ifdef ENABLE_NETWORK
		if (!_networking || !_network_server || !_network_advertise)
#endif /* ENABLE_NETWORK */
			DoCommandP(0, -10000000, 0, NULL, CMD_MONEY_CHEAT);
		break;
	case 2:
		UpdateAllStationVirtCoord();
		break;
	}
}