예제 #1
0
static void MakeNewGameDone()
{
	SettingsDisableElrail(_settings_game.vehicle.disable_elrails);

	/* In a dedicated server, the server does not play */
	if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
		SetLocalCompany(COMPANY_SPECTATOR);
		IConsoleCmdExec("exec scripts/game_start.scr 0");
		return;
	}

	/* Create a single company */
	DoStartupNewCompany(false);

	Company *c = Company::Get(COMPANY_FIRST);
	c->settings = _settings_client.company;

	IConsoleCmdExec("exec scripts/game_start.scr 0");

	SetLocalCompany(COMPANY_FIRST);

	InitializeRailGUI();

#ifdef ENABLE_NETWORK
	/* We are the server, we start a new company (not dedicated),
	 * so set the default password *if* needed. */
	if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
		NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
	}
#endif /* ENABLE_NETWORK */

	if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);

	MarkWholeScreenDirty();
}
예제 #2
0
static void DedicatedHandleKeyInput()
{
	static char input_line[1024] = "";

	if (!InputWaiting()) return;

	if (_exit_game) return;

#if defined(UNIX) || defined(__OS2__) || defined(PSP)
	if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
#else
	/* Handle console input, and singal console thread, it can accept input again */
	assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
	strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
	SetEvent(_hWaitForInputHandling);
#endif

	/* strtok() does not 'forget' \r\n if the string starts with it,
	 * so we have to manually remove that! */
	strtok(input_line, "\r\n");
	for (char *c = input_line; *c != '\0'; c++) {
		if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
			*c = '\0';
			break;
		}
	}
	str_validate(input_line, lastof(input_line));

	IConsoleCmdExec(input_line); // execute command
}
예제 #3
0
static void DedicatedHandleKeyInput()
{
	static char input_line[1024] = "";

	if (!InputWaiting()) return;

	if (_exit_game) return;

#if defined(UNIX) || defined(__OS2__) || defined(PSP)
	if (fgets(input_line, lengthof(input_line), stdin) == NULL) return;
#else
	/* Handle console input, and signal console thread, it can accept input again */
	assert_compile(lengthof(_win_console_thread_buffer) <= lengthof(input_line));
	strecpy(input_line, _win_console_thread_buffer, lastof(input_line));
	SetEvent(_hWaitForInputHandling);
#endif

	/* Remove trailing \r or \n */
	for (char *c = input_line; *c != '\0'; c++) {
		if (*c == '\n' || *c == '\r' || c == lastof(input_line)) {
			*c = '\0';
			break;
		}
	}
	str_validate(input_line, lastof(input_line));

	IConsoleCmdExec(input_line); // execute command
}
예제 #4
0
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet *p)
{
	if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);

	char command[NETWORK_RCONCOMMAND_LENGTH];

	p->Recv_string(command, sizeof(command));

	DEBUG(net, 2, "[admin] Rcon command from '%s' (%s): '%s'", this->admin_name, this->admin_version, command);

	_redirect_console_to_admin = this->index;
	IConsoleCmdExec(command);
	_redirect_console_to_admin = INVALID_ADMIN_ID;
	return NETWORK_RECV_STATUS_OKAY;
}
예제 #5
0
	virtual EventState OnKeyPress(uint16 key, uint16 keycode)
	{
		if (_focused_window != this) return ES_NOT_HANDLED;

		const int scroll_height = (this->height / this->line_height) - 1;
		switch (keycode) {
			case WKC_UP:
				IConsoleHistoryNavigate(1);
				this->SetDirty();
				break;

			case WKC_DOWN:
				IConsoleHistoryNavigate(-1);
				this->SetDirty();
				break;

			case WKC_SHIFT | WKC_PAGEDOWN:
				this->Scroll(-scroll_height);
				break;

			case WKC_SHIFT | WKC_PAGEUP:
				this->Scroll(scroll_height);
				break;

			case WKC_SHIFT | WKC_DOWN:
				this->Scroll(-1);
				break;

			case WKC_SHIFT | WKC_UP:
				this->Scroll(1);
				break;

			case WKC_BACKQUOTE:
				IConsoleSwitch();
				break;

			case WKC_RETURN: case WKC_NUM_ENTER: {
				/* We always want the ] at the left side; we always force these strings to be left
				 * aligned anyway. So enforce this in all cases by addding a left-to-right marker,
				 * otherwise it will be drawn at the wrong side with right-to-left texts. */
				IConsolePrintF(CC_COMMAND, LRM "] %s", _iconsole_cmdline.buf);
				const char *cmd = IConsoleHistoryAdd(_iconsole_cmdline.buf);
				IConsoleClearCommand();

				if (cmd != NULL) IConsoleCmdExec(cmd);
				break;
			}

			case WKC_CTRL | WKC_RETURN:
				_iconsole_mode = (_iconsole_mode == ICONSOLE_FULL) ? ICONSOLE_OPENED : ICONSOLE_FULL;
				IConsoleResize(this);
				MarkWholeScreenDirty();
				break;

#ifdef WITH_COCOA
			case (WKC_META | 'V'):
#endif
			case (WKC_CTRL | 'V'):
				if (InsertTextBufferClipboard(&_iconsole_cmdline)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			case (WKC_CTRL | 'L'):
				IConsoleCmdExec("clear");
				break;

#ifdef WITH_COCOA
			case (WKC_META | 'U'):
#endif
			case (WKC_CTRL | 'U'):
				DeleteTextBufferAll(&_iconsole_cmdline);
				this->SetDirty();
				break;

			case WKC_BACKSPACE: case WKC_DELETE:
				if (DeleteTextBufferChar(&_iconsole_cmdline, keycode)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			case WKC_LEFT: case WKC_RIGHT: case WKC_END: case WKC_HOME:
				if (MoveTextBufferPos(&_iconsole_cmdline, keycode)) {
					IConsoleResetHistoryPos();
					this->SetDirty();
				}
				break;

			default:
				if (IsValidChar(key, CS_ALPHANUMERAL)) {
					IConsoleWindow::scroll = 0;
					InsertTextBufferChar(&_iconsole_cmdline, key);
					IConsoleResetHistoryPos();
					this->SetDirty();
				} else {
					return ES_NOT_HANDLED;
				}
				break;
		}
		return ES_HANDLED;
	}
예제 #6
0
	virtual void OnNewGRFsScanned()
	{
		ResetGRFConfig(false);

		TarScanner::DoScan(TarScanner::SCENARIO);

		AI::Initialize();
		Game::Initialize();

		/* We want the new (correct) NewGRF count to survive the loading. */
		uint last_newgrf_count = _settings_client.gui.last_newgrf_count;
		LoadFromConfig();
		_settings_client.gui.last_newgrf_count = last_newgrf_count;
		/* Since the default for the palette might have changed due to
		 * reading the configuration file, recalculate that now. */
		UpdateNewGRFConfigPalette();

		Game::Uninitialize(true);
		AI::Uninitialize(true);
		CheckConfig();
		LoadFromHighScore();
		LoadHotkeysFromConfig();
		WindowDesc::LoadFromConfig();

		/* We have loaded the config, so we may possibly save it. */
		*save_config_ptr = save_config;

		/* restore saved music volume */
		MusicDriver::GetInstance()->SetVolume(_settings_client.music.music_vol);

		if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
		if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;

#if defined(ENABLE_NETWORK)
		if (dedicated_host != NULL) {
			_network_bind_list.Clear();
			*_network_bind_list.Append() = stredup(dedicated_host);
		}
		if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
#endif /* ENABLE_NETWORK */

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

		/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
		if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();

#ifdef ENABLE_NETWORK
		if (_network_available && network_conn != NULL) {
			const char *port = NULL;
			const char *company = NULL;
			uint16 rport = NETWORK_DEFAULT_PORT;
			CompanyID join_as = COMPANY_NEW_COMPANY;

			ParseConnectionString(&company, &port, network_conn);

			if (company != NULL) {
				join_as = (CompanyID)atoi(company);

				if (join_as != COMPANY_SPECTATOR) {
					join_as--;
					if (join_as >= MAX_COMPANIES) {
						delete this;
						return;
					}
				}
			}
			if (port != NULL) rport = atoi(port);

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

		/* After the scan we're not used anymore. */
		delete this;
	}
예제 #7
0
void SwitchToMode(SwitchMode new_mode)
{
#ifdef ENABLE_NETWORK
	/* If we are saving something, the network stays in his current state */
	if (new_mode != SM_SAVE_GAME) {
		/* If the network is active, make it not-active */
		if (_networking) {
			if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
				NetworkReboot();
			} else {
				NetworkDisconnect();
			}
		}

		/* If we are a server, we restart the server */
		if (_is_network_server) {
			/* But not if we are going to the menu */
			if (new_mode != SM_MENU) {
				/* check if we should reload the config */
				if (_settings_client.network.reload_cfg) {
					LoadFromConfig();
					MakeNewgameSettingsLive();
					ResetGRFConfig(false);
				}
				NetworkServerStart();
			} else {
				/* This client no longer wants to be a network-server */
				_is_network_server = false;
			}
		}
	}
#endif /* ENABLE_NETWORK */
	/* Make sure all AI controllers are gone at quitting game */
	if (new_mode != SM_SAVE_GAME) AI::KillAll();

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

		case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
		case SM_NEWGAME: // New Game --> 'Random game'
#ifdef ENABLE_NETWORK
			if (_network_server) {
				seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map");
			}
#endif /* ENABLE_NETWORK */
			MakeNewGame(false, new_mode == SM_NEWGAME);
			break;

		case SM_LOAD_GAME: { // Load game, Play Scenario
			ResetGRFConfig(true);
			ResetWindowSystem();

			if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			} else {
				if (_file_to_saveload.abstract_ftype == FT_SCENARIO) {
					/* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
					EngineOverrideManager::ResetToCurrentNewGRFConfig();
				}
				/* Update the local company for a loaded game. It is either always
				 * company #1 (eg 0) or in the case of a dedicated server a spectator */
				SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
				/* Execute the game-start script */
				IConsoleCmdExec("exec scripts/game_start.scr 0");
				/* Decrease pause counter (was increased from opening load dialog) */
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
#ifdef ENABLE_NETWORK
				if (_network_server) {
					seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
				}
#endif /* ENABLE_NETWORK */
			}
			break;
		}

		case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
#ifdef ENABLE_NETWORK
			if (_network_server) {
				seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
			}
#endif /* ENABLE_NETWORK */
			MakeNewGame(true, true);
			break;

		case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
			SetLocalCompany(OWNER_NONE);

			GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			MarkWholeScreenDirty();
			break;

		case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
			if (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_EDITOR, NO_DIRECTORY)) {
				SetLocalCompany(OWNER_NONE);
				_settings_newgame.game_creation.starting_year = _cur_year;
				/* Cancel the saveload pausing */
				DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
			} else {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			}
			break;
		}

		case SM_MENU: // Switch to game intro menu
			LoadIntroGame();
			if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
				ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
				BaseSounds::ini_set = stredup(BaseSounds::GetUsedSet()->name);
			}
			break;

		case SM_SAVE_GAME: // Save game.
			/* Make network saved games on pause compatible to singleplayer */
			if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, NO_DIRECTORY) != SL_OK) {
				SetDParamStr(0, GetSaveLoadErrorString());
				ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
			} else {
				DeleteWindowById(WC_SAVELOAD, 0);
			}
			break;

		case SM_SAVE_HEIGHTMAP: // Save heightmap.
			MakeHeightmapScreenshot(_file_to_saveload.name);
			DeleteWindowById(WC_SAVELOAD, 0);
			break;

		case SM_GENRANDLAND: // Generate random land within scenario editor
			SetLocalCompany(OWNER_NONE);
			GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
			/* XXX: set date */
			MarkWholeScreenDirty();
			break;

		default: NOT_REACHED();
	}
}
예제 #8
0
	virtual EventState OnKeyPress(WChar key, uint16 keycode)
	{
		if (_focused_window != this) return ES_NOT_HANDLED;

		const int scroll_height = (this->height / this->line_height) - 1;
		switch (keycode) {
			case WKC_UP:
				IConsoleHistoryNavigate(1);
				this->SetDirty();
				break;

			case WKC_DOWN:
				IConsoleHistoryNavigate(-1);
				this->SetDirty();
				break;

			case WKC_SHIFT | WKC_PAGEDOWN:
				this->Scroll(-scroll_height);
				break;

			case WKC_SHIFT | WKC_PAGEUP:
				this->Scroll(scroll_height);
				break;

			case WKC_SHIFT | WKC_DOWN:
				this->Scroll(-1);
				break;

			case WKC_SHIFT | WKC_UP:
				this->Scroll(1);
				break;

			case WKC_BACKQUOTE:
				IConsoleSwitch();
				break;

			case WKC_RETURN: case WKC_NUM_ENTER: {
				/* We always want the ] at the left side; we always force these strings to be left
				 * aligned anyway. So enforce this in all cases by addding a left-to-right marker,
				 * otherwise it will be drawn at the wrong side with right-to-left texts. */
				IConsolePrintF(CC_COMMAND, LRM "] %s", _iconsole_cmdline.buf);
				const char *cmd = IConsoleHistoryAdd(_iconsole_cmdline.buf);
				IConsoleClearCommand();

				if (cmd != NULL) IConsoleCmdExec(cmd);
				break;
			}

			case WKC_CTRL | WKC_RETURN:
				_iconsole_mode = (_iconsole_mode == ICONSOLE_FULL) ? ICONSOLE_OPENED : ICONSOLE_FULL;
				IConsoleResize(this);
				MarkWholeScreenDirty();
				break;

			case (WKC_CTRL | 'L'):
				IConsoleCmdExec("clear");
				break;

			default:
				if (_iconsole_cmdline.HandleKeyPress(key, keycode) != HKPR_NOT_HANDLED) {
					IConsoleWindow::scroll = 0;
					IConsoleResetHistoryPos();
					this->SetDirty();
				} else {
					return ES_NOT_HANDLED;
				}
				break;
		}
		return ES_HANDLED;
	}
예제 #9
0
int ttd_main(int argc, char *argv[])
{
	int i;
	const char *optformat;
	char *musicdriver = NULL;
	char *sounddriver = NULL;
	char *videodriver = NULL;
	char *blitter = NULL;
	char *graphics_set = NULL;
	char *sounds_set = NULL;
	char *music_set = NULL;
	Dimension resolution = {0, 0};
	Year startyear = INVALID_YEAR;
	uint generation_seed = GENERATE_NEW_SEED;
	bool save_config = true;
#if defined(ENABLE_NETWORK)
	bool dedicated = false;
	bool network   = false;
	char *network_conn = NULL;
	char *debuglog_conn = NULL;
	char *dedicated_host = NULL;
	uint16 dedicated_port = 0;
	char *join_server_password = NULL;
	char *join_company_password = NULL;

	extern bool _dedicated_forks;
	_dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = INVALID_STRING_ID;
	_config_file = NULL;

	/* 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>) */
	optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
		"f"
#endif
	;

	MyGetOptData mgo(argc - 1, argv + 1, optformat);

	while ((i = MyGetOpt(&mgo)) != -1) {
		switch (i) {
		case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
		case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
		case 'M': free(music_set); music_set = strdup(mgo.opt); break;
		case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
		case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
		case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
		case 'b': free(blitter); blitter = strdup(mgo.opt); break;
#if defined(ENABLE_NETWORK)
		case 'D':
			free(musicdriver);
			free(sounddriver);
			free(videodriver);
			free(blitter);
			musicdriver = strdup("null");
			sounddriver = strdup("null");
			videodriver = strdup("dedicated");
			blitter = strdup("null");
			dedicated = true;
			SetDebugString("net=6");
			if (mgo.opt != NULL) {
				/* Use the existing method for parsing (openttd -n).
				 * However, we do ignore the #company part. */
				const char *temp = NULL;
				const char *port = NULL;
				ParseConnectionString(&temp, &port, mgo.opt);
				if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
				if (port != NULL) dedicated_port = atoi(port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			network = true;
			network_conn = mgo.opt; // optional IP parameter, NULL if unset
			break;
		case 'l':
			debuglog_conn = mgo.opt;
			break;
		case 'p':
			join_server_password = mgo.opt;
			break;
		case 'P':
			join_company_password = mgo.opt;
			break;
#endif /* ENABLE_NETWORK */
		case 'r': ParseResolution(&resolution, mgo.opt); break;
		case 't': startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
				break;
			}
		case 'e': _switch_mode = SM_EDITOR; break;
		case 'i':
			/* there is an argument, it is not empty, and it is exactly 1 char long */
			if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
				_use_palette = (PaletteType)(mgo.opt[0] - '0');
				if (_use_palette <= MAX_PAL) break;
			}
			usererror("Valid value for '-i' is 0, 1 or 2");
		case 'g':
			if (mgo.opt != NULL) {
				strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
				_switch_mode = SM_LOAD;
				_file_to_saveload.mode = SL_LOAD;

				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
				const char *t = strrchr(_file_to_saveload.name, '.');
				if (t != NULL) {
					FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
					if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
				}

				break;
			}

			_switch_mode = SM_NEWGAME;
			/* Give a random map if no seed has been given */
			if (generation_seed == GENERATE_NEW_SEED) {
				generation_seed = InteractiveRandom();
			}
			break;
		case 'G': generation_seed = atoi(mgo.opt); break;
		case 'c': _config_file = strdup(mgo.opt); break;
		case 'x': save_config = false; break;
		case -2:
		case 'h':
			/* The next two functions are needed to list the graphics sets.
			 * We can't do them earlier because then we can't show it on
			 * the debug console as that hasn't been configured yet. */
			DeterminePaths(argv[0]);
			BaseGraphics::FindSets();
			BaseSounds::FindSets();
			BaseMusic::FindSets();
			ShowHelp();
			return 0;
		}
	}

#if defined(WINCE) && defined(_DEBUG)
	/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
	SetDebugString("4");
#endif

	DeterminePaths(argv[0]);
	BaseGraphics::FindSets();
	BaseSounds::FindSets();
	BaseMusic::FindSets();

#if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
	/* We must fork here, or we'll end up without some resources we need (like sockets) */
	if (_dedicated_forks) DedicatedFork();
#endif

	TarScanner::DoScan();
	AI::Initialize();
	LoadFromConfig();
	AI::Uninitialize(true);
	CheckConfig();
	LoadFromHighScore();
	LoadHotkeysFromConfig();

	if (resolution.width != 0) { _cur_resolution = resolution; }
	if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
	if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;

	/*
	 * The width and height must be at least 1 pixel and width times
	 * height times bytes per pixel must still fit within a 32 bits
	 * integer, even for 32 bpp video modes. This way all internal
	 * drawing routines work correctly.
	 */
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);

#if defined(ENABLE_NETWORK)
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
	if (dedicated_host) {
		_network_bind_list.Clear();
		*_network_bind_list.Append() = strdup(dedicated_host);
	}
	if (dedicated_port) _settings_client.network.server_port = dedicated_port;
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	/* enumerate language files */
	InitializeLanguagePacks();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	/* Initialize FreeType */
	InitFreeType();

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

	/* Look for the sounds before the graphics. Otherwise none would be set and
	 * the first initialisation of the video happens on the wrong data. Now it
	 * can do the first initialisation right. */
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
	if (!BaseSounds::SetSet(sounds_set)) {
		StrEmpty(sounds_set) ?
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested sounds set '%s'", sounds_set);
	}
	free(sounds_set);

	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
	if (!BaseGraphics::SetSet(graphics_set)) {
		StrEmpty(graphics_set) ?
			usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested graphics set '%s'", graphics_set);
	}
	free(graphics_set);

	if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
	if (!BaseMusic::SetSet(music_set)) {
		StrEmpty(music_set) ?
			usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
			usererror("Failed to select requested music set '%s'", music_set);
	}
	free(music_set);

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(misc, 1, "Loading blitter...");
	if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
	if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
		StrEmpty(blitter) ?
			usererror("Failed to autoprobe blitter") :
			usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
	}
	free(blitter);

	DEBUG(driver, 1, "Loading drivers...");

	if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
	_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
	if (_sound_driver == NULL) {
		StrEmpty(sounddriver) ?
			usererror("Failed to autoprobe sound driver") :
			usererror("Failed to select requested sound driver '%s'", sounddriver);
	}
	free(sounddriver);

	if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
	_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
	if (_video_driver == NULL) {
		StrEmpty(videodriver) ?
			usererror("Failed to autoprobe video driver") :
			usererror("Failed to select requested video driver '%s'", videodriver);
	}
	free(videodriver);

	if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
	_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
	if (_music_driver == NULL) {
		StrEmpty(musicdriver) ?
			usererror("Failed to autoprobe music driver") :
			usererror("Failed to select requested music driver '%s'", musicdriver);
	}
	free(musicdriver);

	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	/* restore saved music volume */
	_music_driver->SetVolume(_msf.music_vol);

	NetworkStartUp(); // initialize network-core

#if defined(ENABLE_NETWORK)
	if (debuglog_conn != NULL && _network_available) {
		const char *not_used = NULL;
		const char *port = NULL;
		uint16 rport;

		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;

		ParseConnectionString(&not_used, &port, debuglog_conn);
		if (port != NULL) rport = atoi(port);

		NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
	}
#endif /* ENABLE_NETWORK */

	ScanNewGRFFiles();

	ResetGRFConfig(false);

	/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
	if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();

	/* initialize the ingame console */
	IConsoleInit();
	_cursor.in_window = true;
	InitializeGUI();
	IConsoleCmdExec("exec scripts/autoexec.scr 0");

	/* Take our initial lock on whatever we might want to do! */
	_genworld_paint_mutex->BeginCritical();
	_genworld_mapgen_mutex->BeginCritical();

	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
	WaitTillGeneratedWorld();

	CheckForMissingGlyphsInLoadedLanguagePack();

#ifdef ENABLE_NETWORK
	if (network && _network_available) {
		if (network_conn != NULL) {
			const char *port = NULL;
			const char *company = NULL;
			uint16 rport = NETWORK_DEFAULT_PORT;
			CompanyID join_as = COMPANY_NEW_COMPANY;

			ParseConnectionString(&company, &port, network_conn);

			if (company != NULL) {
				join_as = (CompanyID)atoi(company);

				if (join_as != COMPANY_SPECTATOR) {
					join_as--;
					if (join_as >= MAX_COMPANIES) return false;
				}
			}
			if (port != NULL) rport = atoi(port);

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

	_video_driver->MainLoop();

	WaitTillSaved();

	/* only save config if we have to */
	if (save_config) {
		SaveToConfig();
		SaveHotkeysToConfig();
		SaveToHighScore();
	}

	/* Reset windowing system, stop drivers, free used memory, ... */
	ShutdownGame();

	free(const_cast<char *>(BaseGraphics::ini_set));
	free(const_cast<char *>(BaseSounds::ini_set));
	free(const_cast<char *>(BaseMusic::ini_set));
	free(_ini_musicdriver);
	free(_ini_sounddriver);
	free(_ini_videodriver);
	free(_ini_blitter);

	return 0;
}
예제 #10
0
파일: console.cpp 프로젝트: Johnnei/OpenTTD
/**
 * An alias is just another name for a command, or for more commands
 * Execute it as well.
 * @param *alias is the alias of the command
 * @param tokencount the number of parameters passed
 * @param *tokens are the parameters given to the original command (0 is the first param)
 */
static void IConsoleAliasExec(const IConsoleAlias *alias, byte tokencount, char *tokens[ICON_TOKEN_COUNT])
{
	char  alias_buffer[ICON_MAX_STREAMSIZE] = { '\0' };
	char *alias_stream = alias_buffer;

	DEBUG(console, 6, "Requested command is an alias; parsing...");

	for (const char *cmdptr = alias->cmdline; *cmdptr != '\0'; cmdptr++) {
		switch (*cmdptr) {
			case '\'': // ' will double for ""
				alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
				break;

			case ';': // Cmd separator; execute previous and start new command
				IConsoleCmdExec(alias_buffer);

				alias_stream = alias_buffer;
				*alias_stream = '\0'; // Make sure the new command is terminated.

				cmdptr++;
				break;

			case '%': // Some or all parameters
				cmdptr++;
				switch (*cmdptr) {
					case '+': { // All parameters separated: "[param 1]" "[param 2]"
						for (uint i = 0; i != tokencount; i++) {
							if (i != 0) alias_stream = strecpy(alias_stream, " ", lastof(alias_buffer));
							alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
							alias_stream = strecpy(alias_stream, tokens[i], lastof(alias_buffer));
							alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
						}
						break;
					}

					case '!': { // Merge the parameters to one: "[param 1] [param 2] [param 3...]"
						alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
						for (uint i = 0; i != tokencount; i++) {
							if (i != 0) alias_stream = strecpy(alias_stream, " ", lastof(alias_buffer));
							alias_stream = strecpy(alias_stream, tokens[i], lastof(alias_buffer));
						}
						alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
						break;
					}

					default: { // One specific parameter: %A = [param 1] %B = [param 2] ...
						int param = *cmdptr - 'A';

						if (param < 0 || param >= tokencount) {
							IConsoleError("too many or wrong amount of parameters passed to alias, aborting");
							IConsolePrintF(CC_WARNING, "Usage of alias '%s': %s", alias->name, alias->cmdline);
							return;
						}

						alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
						alias_stream = strecpy(alias_stream, tokens[param], lastof(alias_buffer));
						alias_stream = strecpy(alias_stream, "\"", lastof(alias_buffer));
						break;
					}
				}
				break;

			default:
				*alias_stream++ = *cmdptr;
				*alias_stream = '\0';
				break;
		}

		if (alias_stream >= lastof(alias_buffer) - 1) {
			IConsoleError("Requested alias execution would overflow execution buffer");
			return;
		}
	}

	IConsoleCmdExec(alias_buffer);
}
예제 #11
0
/**
 * An alias is just another name for a command, or for more commands
 * Execute it as well.
 * @param *alias is the alias of the command
 * @param tokencount the number of parameters passed
 * @param *tokens are the parameters given to the original command (0 is the first param)
 */
static void IConsoleAliasExec(const IConsoleAlias *alias, byte tokencount, char *tokens[ICON_TOKEN_COUNT])
{
	const char *cmdptr;
	char *aliases[ICON_MAX_ALIAS_LINES], aliasstream[ICON_MAX_STREAMSIZE];
	uint i;
	uint a_index, astream_i;

	memset(&aliases, 0, sizeof(aliases));
	memset(&aliasstream, 0, sizeof(aliasstream));

	DEBUG(console, 6, "Requested command is an alias; parsing...");

	aliases[0] = aliasstream;
	for (cmdptr = alias->cmdline, a_index = 0, astream_i = 0; *cmdptr != '\0'; cmdptr++) {
		if (a_index >= lengthof(aliases) || astream_i >= lengthof(aliasstream)) break;

		switch (*cmdptr) {
		case '\'': // ' will double for ""
			aliasstream[astream_i++] = '"';
			break;
		case ';': // Cmd seperator, start new command
			aliasstream[astream_i] = '\0';
			aliases[++a_index] = &aliasstream[++astream_i];
			cmdptr++;
			break;
		case '%': // Some or all parameters
			cmdptr++;
			switch (*cmdptr) {
			case '+': { // All parameters seperated: "[param 1]" "[param 2]"
				for (i = 0; i != tokencount; i++) {
					aliasstream[astream_i++] = '"';
					astream_i += IConsoleCopyInParams(&aliasstream[astream_i], tokens[i], astream_i);
					aliasstream[astream_i++] = '"';
					aliasstream[astream_i++] = ' ';
				}
			} break;
			case '!': { // Merge the parameters to one: "[param 1] [param 2] [param 3...]"
				aliasstream[astream_i++] = '"';
				for (i = 0; i != tokencount; i++) {
					astream_i += IConsoleCopyInParams(&aliasstream[astream_i], tokens[i], astream_i);
					aliasstream[astream_i++] = ' ';
				}
				aliasstream[astream_i++] = '"';

			} break;
				default: { // One specific parameter: %A = [param 1] %B = [param 2] ...
				int param = *cmdptr - 'A';

				if (param < 0 || param >= tokencount) {
					IConsoleError("too many or wrong amount of parameters passed to alias, aborting");
					IConsolePrintF(CC_WARNING, "Usage of alias '%s': %s", alias->name, alias->cmdline);
					return;
				}

				aliasstream[astream_i++] = '"';
				astream_i += IConsoleCopyInParams(&aliasstream[astream_i], tokens[param], astream_i);
				aliasstream[astream_i++] = '"';
			} break;
			} break;

		default:
			aliasstream[astream_i++] = *cmdptr;
			break;
		}
	}

	for (i = 0; i <= a_index; i++) IConsoleCmdExec(aliases[i]); // execute each alias in turn
}
예제 #12
0
int ttd_main(int argc, char *argv[])
{
	#ifdef EMSCRIPTEN
	char* home  = "/home/caiiiycuk/play-ttd/etc/preload/";
	argv[0] = home;
	#endif


	char *musicdriver = NULL;
	char *sounddriver = NULL;
	char *videodriver = NULL;
	char *blitter = NULL;
	char *graphics_set = NULL;
	char *sounds_set = NULL;
	char *music_set = NULL;
	Dimension resolution = {0, 0};
	/* AfterNewGRFScan sets save_config to true after scanning completed. */
	bool save_config = false;
	AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
#if defined(ENABLE_NETWORK)
	bool dedicated = false;
	char *debuglog_conn = NULL;

	extern bool _dedicated_forks;
	_dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_config_file = NULL;

	GetOptData mgo(argc - 1, argv + 1, _options);

	int i;
	while ((i = mgo.GetOpt()) != -1) {
		switch (i) {
		case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
		case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
		case 'M': free(music_set); music_set = strdup(mgo.opt); break;
		case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
		case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
		case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
		case 'b': free(blitter); blitter = strdup(mgo.opt); break;
#if defined(ENABLE_NETWORK)
		case 'D':
			free(musicdriver);
			free(sounddriver);
			free(videodriver);
			free(blitter);
			musicdriver = strdup("null");
			sounddriver = strdup("null");
			videodriver = strdup("dedicated");
			blitter = strdup("null");
			dedicated = true;
			SetDebugString("net=6");
			if (mgo.opt != NULL) {
				/* Use the existing method for parsing (openttd -n).
				 * However, we do ignore the #company part. */
				const char *temp = NULL;
				const char *port = NULL;
				ParseConnectionString(&temp, &port, mgo.opt);
				if (!StrEmpty(mgo.opt)) scanner->dedicated_host = mgo.opt;
				if (port != NULL) scanner->dedicated_port = atoi(port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
			break;
		case 'l':
			debuglog_conn = mgo.opt;
			break;
		case 'p':
			scanner->join_server_password = mgo.opt;
			break;
		case 'P':
			scanner->join_company_password = mgo.opt;
			break;
#endif /* ENABLE_NETWORK */
		case 'r': ParseResolution(&resolution, mgo.opt); break;
		case 't': scanner->startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
				break;
			}
		case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
		case 'g':
			if (mgo.opt != NULL) {
				strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
				_switch_mode = (_switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_LOAD_GAME);
				_file_to_saveload.mode = SL_LOAD;

				/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
				const char *t = strrchr(_file_to_saveload.name, '.');
				if (t != NULL) {
					FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
					if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
				}

				break;
			}

			_switch_mode = SM_NEWGAME;
			/* Give a random map if no seed has been given */
			if (scanner->generation_seed == GENERATE_NEW_SEED) {
				scanner->generation_seed = InteractiveRandom();
			}
			break;
		case 'q': {
			DeterminePaths(argv[0]);
			if (StrEmpty(mgo.opt)) return 1;
			char title[80];
			title[0] = '\0';
			FiosGetSavegameListCallback(SLD_LOAD_GAME, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));

			_load_check_data.Clear();
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, SL_LOAD_CHECK, SAVE_DIR, false);
			if (res != SL_OK || _load_check_data.HasErrors()) {
				fprintf(stderr, "Failed to open savegame\n");
				if (_load_check_data.HasErrors()) {
					char buf[256];
					SetDParamStr(0, _load_check_data.error_data);
					GetString(buf, _load_check_data.error, lastof(buf));
					fprintf(stderr, "%s\n", buf);
				}
				return 1;
			}

			WriteSavegameInfo(title);

			return 0;
		}
		case 'G': scanner->generation_seed = atoi(mgo.opt); break;
		case 'c': _config_file = strdup(mgo.opt); break;
		case 'x': scanner->save_config = false; break;
		case 'h':
			i = -2; // Force printing of help.
			break;
		}
		if (i == -2) break;
	}

	if (i == -2 || mgo.numleft > 0) {
		/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
		 * In all cases, print the help, and exit.
		 *
		 * The next two functions are needed to list the graphics sets. We can't do them earlier
		 * because then we cannot show it on the debug console as that hasn't been configured yet. */
		DeterminePaths(argv[0]);
		TarScanner::DoScan(TarScanner::BASESET);
		BaseGraphics::FindSets();
		BaseSounds::FindSets();
		BaseMusic::FindSets();
		ShowHelp();
		delete scanner;
		return 0;
	}

#if defined(WINCE) && defined(_DEBUG)
	/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
	SetDebugString("4");
#endif

	DeterminePaths(argv[0]);
	TarScanner::DoScan(TarScanner::BASESET);

#if defined(ENABLE_NETWORK)
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;

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

	LoadFromConfig(true);

	if (resolution.width != 0) _cur_resolution = resolution;

	/*
	 * The width and height must be at least 1 pixel and width times
	 * height times bytes per pixel must still fit within a 32 bits
	 * integer, even for 32 bpp video modes. This way all internal
	 * drawing routines work correctly.
	 */
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);

	/* Assume the cursor starts within the game as not all video drivers
	 * get an event that the cursor is within the window when it is opened.
	 * Saying the cursor is there makes no visible difference as it would
	 * just be out of the bounds of the window. */
	_cursor.in_window = true;

	/* enumerate language files */
	InitializeLanguagePacks();

	/* Initialize the regular font for FreeType */
	InitFreeType(false);

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

	BaseGraphics::FindSets();
	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
	if (!BaseGraphics::SetSet(graphics_set)) {
		if (!StrEmpty(graphics_set)) {
			BaseGraphics::SetSet(NULL);

			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
			msg.SetDParamStr(0, graphics_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(graphics_set);

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(misc, 1, "Loading blitter...");
	if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
	_blitter_autodetected = StrEmpty(blitter);
	/* If we have a 32 bpp base set, try to select the 32 bpp blitter first, but only if we autoprobe the blitter. */
	if (!_blitter_autodetected || BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP || BlitterFactoryBase::SelectBlitter("32bpp-anim") == NULL) {
		if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
			StrEmpty(blitter) ?
				usererror("Failed to autoprobe blitter") :
				usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
		}
	}
	free(blitter);

	if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
	_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
	if (_video_driver == NULL) {
		StrEmpty(videodriver) ?
			usererror("Failed to autoprobe video driver") :
			usererror("Failed to select requested video driver '%s'", videodriver);
	}
	free(videodriver);

	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	NetworkStartUp(); // initialize network-core

#if defined(ENABLE_NETWORK)
	if (debuglog_conn != NULL && _network_available) {
		const char *not_used = NULL;
		const char *port = NULL;
		uint16 rport;

		rport = NETWORK_DEFAULT_DEBUGLOG_PORT;

		ParseConnectionString(&not_used, &port, debuglog_conn);
		if (port != NULL) rport = atoi(port);

		NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
	}
#endif /* ENABLE_NETWORK */

	if (!HandleBootstrap()) {
		abort();
	}

	_video_driver->ClaimMousePointer();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	BaseSounds::FindSets();
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
	if (!BaseSounds::SetSet(sounds_set)) {
		if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
			msg.SetDParamStr(0, sounds_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(sounds_set);

	BaseMusic::FindSets();
	if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
	if (!BaseMusic::SetSet(music_set)) {
		if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
			usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
			msg.SetDParamStr(0, music_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(music_set);

	if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
	_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
	if (_sound_driver == NULL) {
		StrEmpty(sounddriver) ?
			usererror("Failed to autoprobe sound driver") :
			usererror("Failed to select requested sound driver '%s'", sounddriver);
	}
	free(sounddriver);

	if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
	_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
	if (_music_driver == NULL) {
		StrEmpty(musicdriver) ?
			usererror("Failed to autoprobe music driver") :
			usererror("Failed to select requested music driver '%s'", musicdriver);
	}
	free(musicdriver);

	/* Take our initial lock on whatever we might want to do! */
	_modal_progress_paint_mutex->BeginCritical();
	_modal_progress_work_mutex->BeginCritical();

	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
	WaitTillGeneratedWorld();

	LoadIntroGame(false);

	CheckForMissingGlyphs();

	ScanNewGRFFiles(scanner);

	const char *script = getStartupScript();
	IConsoleCmdExec(script);

	_video_driver->MainLoop();

//	WaitTillSaved();
//
//	/* only save config if we have to */
//	if (save_config) {
//		SaveToConfig();
//		SaveHotkeysToConfig();
//		SaveToHighScore();
//	}
//
exit:
//	/* Reset windowing system, stop drivers, free used memory, ... */
//	ShutdownGame();
//
//	free(BaseGraphics::ini_set);
//	free(BaseSounds::ini_set);
//	free(BaseMusic::ini_set);
//	free(_ini_musicdriver);
//	free(_ini_sounddriver);
//	free(_ini_videodriver);
//	free(_ini_blitter);
//
	return 0;
}