openttd.cpp

Go to the documentation of this file.
00001 /* $Id: openttd.cpp 20698 2010-08-30 16:52:37Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #define VARDEF
00015 #include "variables.h"
00016 #undef VARDEF
00017 
00018 
00019 #include "blitter/factory.hpp"
00020 #include "sound/sound_driver.hpp"
00021 #include "music/music_driver.hpp"
00022 #include "video/video_driver.hpp"
00023 
00024 #include "fontcache.h"
00025 #include "gui.h"
00026 #include "sound_func.h"
00027 #include "window_func.h"
00028 
00029 #include "base_media_base.h"
00030 #include "saveload/saveload.h"
00031 #include "landscape.h"
00032 #include "company_func.h"
00033 #include "command_func.h"
00034 #include "news_func.h"
00035 #include "fios.h"
00036 #include "aircraft.h"
00037 #include "roadveh.h"
00038 #include "train.h"
00039 #include "console_func.h"
00040 #include "screenshot.h"
00041 #include "network/network.h"
00042 #include "network/network_func.h"
00043 #include "signs_base.h"
00044 #include "ai/ai.hpp"
00045 #include "ai/ai_config.hpp"
00046 #include "settings_func.h"
00047 #include "genworld.h"
00048 #include "group.h"
00049 #include "strings_func.h"
00050 #include "date_func.h"
00051 #include "vehicle_func.h"
00052 #include "gamelog.h"
00053 #include "cheat_type.h"
00054 #include "animated_tile_func.h"
00055 #include "roadstop_base.h"
00056 #include "functions.h"
00057 #include "elrail_func.h"
00058 #include "rev.h"
00059 #include "highscore.h"
00060 #include "thread/thread.h"
00061 #include "station_base.h"
00062 #include "crashlog.h"
00063 #include "company_base.h"
00064 #include "engine_base.h"
00065 #include "engine_func.h"
00066 #include "core/random_func.hpp"
00067 
00068 #include "newgrf_commons.h"
00069 
00070 #include "town.h"
00071 #include "industry.h"
00072 
00073 #include <stdarg.h>
00074 
00075 #include "table/strings.h"
00076 
00077 StringID _switch_mode_errorstr;
00078 
00079 void CallLandscapeTick();
00080 void IncreaseDate();
00081 void DoPaletteAnimations();
00082 void MusicLoop();
00083 void ResetMusic();
00084 void ProcessAsyncSaveFinish();
00085 void CallWindowTickEvent();
00086 
00087 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00088 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00089 extern void ShowOSErrorBox(const char *buf, bool system);
00090 extern void InitializeRailGUI();
00091 
00097 void CDECL usererror(const char *s, ...)
00098 {
00099   va_list va;
00100   char buf[512];
00101 
00102   va_start(va, s);
00103   vsnprintf(buf, lengthof(buf), s, va);
00104   va_end(va);
00105 
00106   ShowOSErrorBox(buf, false);
00107   if (_video_driver != NULL) _video_driver->Stop();
00108 
00109   exit(1);
00110 }
00111 
00117 void CDECL error(const char *s, ...)
00118 {
00119   va_list va;
00120   char buf[512];
00121 
00122   va_start(va, s);
00123   vsnprintf(buf, lengthof(buf), s, va);
00124   va_end(va);
00125 
00126   ShowOSErrorBox(buf, true);
00127 
00128   /* Set the error message for the crash log and then invoke it. */
00129   CrashLog::SetErrorMessage(buf);
00130   abort();
00131 }
00132 
00137 void CDECL ShowInfoF(const char *str, ...)
00138 {
00139   va_list va;
00140   char buf[1024];
00141   va_start(va, str);
00142   vsnprintf(buf, lengthof(buf), str, va);
00143   va_end(va);
00144   ShowInfo(buf);
00145 }
00146 
00150 static void ShowHelp()
00151 {
00152   char buf[8192];
00153   char *p = buf;
00154 
00155   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00156   p = strecpy(p,
00157     "\n"
00158     "\n"
00159     "Command line options:\n"
00160     "  -v drv              = Set video driver (see below)\n"
00161     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00162     "  -m drv              = Set music driver (see below)\n"
00163     "  -b drv              = Set the blitter to use (see below)\n"
00164     "  -r res              = Set resolution (for instance 800x600)\n"
00165     "  -h                  = Display this help text\n"
00166     "  -t year             = Set starting year\n"
00167     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00168     "  -e                  = Start Editor\n"
00169     "  -g [savegame]       = Start new/save game immediately\n"
00170     "  -G seed             = Set random seed\n"
00171 #if defined(ENABLE_NETWORK)
00172     "  -n [ip:port#company]= Start networkgame\n"
00173     "  -p password         = Password to join server\n"
00174     "  -P password         = Password to join company\n"
00175     "  -D [ip][:port]      = Start dedicated server\n"
00176     "  -l ip[:port]        = Redirect DEBUG()\n"
00177 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00178     "  -f                  = Fork into the background (dedicated only)\n"
00179 #endif
00180 #endif /* ENABLE_NETWORK */
00181     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00182     "                          (defines default setting when adding newgrfs)\n"
00183     "                        Default value (2) lets OpenTTD use the palette\n"
00184     "                          specified in graphics set file (see below)\n"
00185     "  -I graphics_set     = Force the graphics set (see below)\n"
00186     "  -S sounds_set       = Force the sounds set (see below)\n"
00187     "  -M music_set        = Force the music set (see below)\n"
00188     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00189     "  -x                  = Do not automatically save to config file on exit\n"
00190     "\n",
00191     lastof(buf)
00192   );
00193 
00194   /* List the graphics packs */
00195   p = BaseGraphics::GetSetsList(p, lastof(buf));
00196 
00197   /* List the sounds packs */
00198   p = BaseSounds::GetSetsList(p, lastof(buf));
00199 
00200   /* List the music packs */
00201   p = BaseMusic::GetSetsList(p, lastof(buf));
00202 
00203   /* List the drivers */
00204   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00205 
00206   /* List the blitters */
00207   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00208 
00209   /* We need to initialize the AI, so it finds the AIs */
00210   AI::Initialize();
00211   p = AI::GetConsoleList(p, lastof(buf));
00212   AI::Uninitialize(true);
00213 
00214   /* ShowInfo put output to stderr, but version information should go
00215    * to stdout; this is the only exception */
00216 #if !defined(WIN32) && !defined(WIN64)
00217   printf("%s\n", buf);
00218 #else
00219   ShowInfo(buf);
00220 #endif
00221 }
00222 
00223 
00224 struct MyGetOptData {
00225   char *opt;
00226   int numleft;
00227   char **argv;
00228   const char *options;
00229   char *cont;
00230 
00231   MyGetOptData(int argc, char **argv, const char *options)
00232   {
00233     opt = NULL;
00234     numleft = argc;
00235     this->argv = argv;
00236     this->options = options;
00237     cont = NULL;
00238   }
00239 };
00240 
00241 static int MyGetOpt(MyGetOptData *md)
00242 {
00243   char *s = md->cont;
00244   if (s != NULL)
00245     goto md_continue_here;
00246 
00247   for (;;) {
00248     if (--md->numleft < 0) return -1;
00249 
00250     s = *md->argv++;
00251     if (*s == '-') {
00252 md_continue_here:;
00253       s++;
00254       if (*s != 0) {
00255         const char *r;
00256         /* Found argument, try to locate it in options. */
00257         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00258           /* ERROR! */
00259           return -2;
00260         }
00261         if (r[1] == ':') {
00262           char *t;
00263           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00264           if (!*(t = s + 1)) {
00265             /* It comes as a separate arg. Check if out of args? */
00266             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00267               /* Check if item is optional? */
00268               if (r[2] != ':')
00269                 return -2;
00270               md->numleft++;
00271               t = NULL;
00272             } else {
00273               md->argv++;
00274             }
00275           }
00276           md->opt = t;
00277           md->cont = NULL;
00278           return *s;
00279         }
00280         md->opt = NULL;
00281         md->cont = s;
00282         return *s;
00283       }
00284     } else {
00285       /* This is currently not supported. */
00286       return -2;
00287     }
00288   }
00289 }
00290 
00297 static void ParseResolution(Dimension *res, const char *s)
00298 {
00299   const char *t = strchr(s, 'x');
00300   if (t == NULL) {
00301     ShowInfoF("Invalid resolution '%s'", s);
00302     return;
00303   }
00304 
00305   res->width  = max(strtoul(s, NULL, 0), 64UL);
00306   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00307 }
00308 
00309 static void InitializeDynamicVariables()
00310 {
00311   /* Dynamic stuff needs to be initialized somewhere... */
00312   _engine_mngr.ResetToDefaultMapping();
00313   _house_mngr.ResetMapping();
00314   _industry_mngr.ResetMapping();
00315   _industile_mngr.ResetMapping();
00316 }
00317 
00318 
00322 static void ShutdownGame()
00323 {
00324   IConsoleFree();
00325 
00326   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00327 
00328   DriverFactoryBase::ShutdownDrivers();
00329 
00330   UnInitWindowSystem();
00331 
00332   /* stop the AI */
00333   AI::Uninitialize(false);
00334 
00335   /* Uninitialize airport state machines */
00336   UnInitializeAirports();
00337 
00338   /* Uninitialize variables that are allocated dynamically */
00339   GamelogReset();
00340   _town_pool.CleanPool();
00341   _industry_pool.CleanPool();
00342   _station_pool.CleanPool();
00343   _roadstop_pool.CleanPool();
00344   _vehicle_pool.CleanPool();
00345   _sign_pool.CleanPool();
00346   _order_pool.CleanPool();
00347   _group_pool.CleanPool();
00348   _cargopacket_pool.CleanPool();
00349   _engine_pool.CleanPool();
00350   _company_pool.CleanPool();
00351 
00352   free(_config_file);
00353 
00354   /* Close all and any open filehandles */
00355   FioCloseAll();
00356 }
00357 
00358 static void LoadIntroGame()
00359 {
00360   _game_mode = GM_MENU;
00361 
00362   ResetGRFConfig(false);
00363 
00364   /* Setup main window */
00365   ResetWindowSystem();
00366   SetupColoursAndInitialWindow();
00367 
00368   /* Load the default opening screen savegame */
00369   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00370     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00371     WaitTillGeneratedWorld();
00372     SetLocalCompany(COMPANY_SPECTATOR);
00373   } else {
00374     SetLocalCompany(COMPANY_FIRST);
00375   }
00376 
00377   _pause_mode = PM_UNPAUSED;
00378   _cursor.fix_at = false;
00379 
00380   CheckForMissingSprites();
00381   CheckForMissingGlyphsInLoadedLanguagePack();
00382 
00383   /* Play main theme */
00384   if (_music_driver->IsSongPlaying()) ResetMusic();
00385 }
00386 
00387 void MakeNewgameSettingsLive()
00388 {
00389 #ifdef ENABLE_AI
00390   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00391     if (_settings_game.ai_config[c] != NULL) {
00392       delete _settings_game.ai_config[c];
00393     }
00394   }
00395 #endif /* ENABLE_AI */
00396 
00397   _settings_game = _settings_newgame;
00398 
00399 #ifdef ENABLE_AI
00400   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00401     _settings_game.ai_config[c] = NULL;
00402     if (_settings_newgame.ai_config[c] != NULL) {
00403       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00404     }
00405   }
00406 #endif /* ENABLE_AI */
00407 }
00408 
00409 byte _savegame_sort_order;
00410 #if defined(UNIX) && !defined(__MORPHOS__)
00411 extern void DedicatedFork();
00412 #endif
00413 
00414 int ttd_main(int argc, char *argv[])
00415 {
00416   int i;
00417   const char *optformat;
00418   char *musicdriver = NULL;
00419   char *sounddriver = NULL;
00420   char *videodriver = NULL;
00421   char *blitter = NULL;
00422   char *graphics_set = NULL;
00423   char *sounds_set = NULL;
00424   char *music_set = NULL;
00425   Dimension resolution = {0, 0};
00426   Year startyear = INVALID_YEAR;
00427   uint generation_seed = GENERATE_NEW_SEED;
00428   bool save_config = true;
00429 #if defined(ENABLE_NETWORK)
00430   bool dedicated = false;
00431   bool network   = false;
00432   char *network_conn = NULL;
00433   char *debuglog_conn = NULL;
00434   char *dedicated_host = NULL;
00435   uint16 dedicated_port = 0;
00436   char *join_server_password = NULL;
00437   char *join_company_password = NULL;
00438 #endif /* ENABLE_NETWORK */
00439 
00440   _game_mode = GM_MENU;
00441   _switch_mode = SM_MENU;
00442   _switch_mode_errorstr = INVALID_STRING_ID;
00443   _dedicated_forks = false;
00444   _config_file = NULL;
00445 
00446   /* The last param of the following function means this:
00447    *   a letter means: it accepts that param (e.g.: -h)
00448    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00449    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00450   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
00451 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00452     "f"
00453 #endif
00454   ;
00455 
00456   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00457 
00458   while ((i = MyGetOpt(&mgo)) != -1) {
00459     switch (i) {
00460     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00461     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00462     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00463     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00464     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00465     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00466     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00467 #if defined(ENABLE_NETWORK)
00468     case 'D':
00469       free(musicdriver);
00470       free(sounddriver);
00471       free(videodriver);
00472       free(blitter);
00473       musicdriver = strdup("null");
00474       sounddriver = strdup("null");
00475       videodriver = strdup("dedicated");
00476       blitter = strdup("null");
00477       dedicated = true;
00478       SetDebugString("net=6");
00479       if (mgo.opt != NULL) {
00480         /* Use the existing method for parsing (openttd -n).
00481          * However, we do ignore the #company part. */
00482         const char *temp = NULL;
00483         const char *port = NULL;
00484         ParseConnectionString(&temp, &port, mgo.opt);
00485         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00486         if (port != NULL) dedicated_port = atoi(port);
00487       }
00488       break;
00489     case 'f': _dedicated_forks = true; break;
00490     case 'n':
00491       network = true;
00492       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00493       break;
00494     case 'l':
00495       debuglog_conn = mgo.opt;
00496       break;
00497     case 'p':
00498       join_server_password = mgo.opt;
00499       break;
00500     case 'P':
00501       join_company_password = mgo.opt;
00502       break;
00503 #endif /* ENABLE_NETWORK */
00504     case 'r': ParseResolution(&resolution, mgo.opt); break;
00505     case 't': startyear = atoi(mgo.opt); break;
00506     case 'd': {
00507 #if defined(WIN32)
00508         CreateConsole();
00509 #endif
00510         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00511       } break;
00512     case 'e': _switch_mode = SM_EDITOR; break;
00513     case 'i':
00514       /* there is an argument, it is not empty, and it is exactly 1 char long */
00515       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00516         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00517         if (_use_palette <= MAX_PAL) break;
00518       }
00519       usererror("Valid value for '-i' is 0, 1 or 2");
00520     case 'g':
00521       if (mgo.opt != NULL) {
00522         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00523         _switch_mode = SM_LOAD;
00524         _file_to_saveload.mode = SL_LOAD;
00525 
00526         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00527         const char *t = strrchr(_file_to_saveload.name, '.');
00528         if (t != NULL) {
00529           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00530           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00531         }
00532 
00533         break;
00534       }
00535 
00536       _switch_mode = SM_NEWGAME;
00537       /* Give a random map if no seed has been given */
00538       if (generation_seed == GENERATE_NEW_SEED) {
00539         generation_seed = InteractiveRandom();
00540       }
00541       break;
00542     case 'G': generation_seed = atoi(mgo.opt); break;
00543     case 'c': _config_file = strdup(mgo.opt); break;
00544     case 'x': save_config = false; break;
00545     case -2:
00546     case 'h':
00547       /* The next two functions are needed to list the graphics sets.
00548        * We can't do them earlier because then we can't show it on
00549        * the debug console as that hasn't been configured yet. */
00550       DeterminePaths(argv[0]);
00551       BaseGraphics::FindSets();
00552       BaseSounds::FindSets();
00553       BaseMusic::FindSets();
00554       ShowHelp();
00555       return 0;
00556     }
00557   }
00558 
00559 #if defined(WINCE) && defined(_DEBUG)
00560   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00561   SetDebugString("4");
00562 #endif
00563 
00564   DeterminePaths(argv[0]);
00565   BaseGraphics::FindSets();
00566   BaseSounds::FindSets();
00567   BaseMusic::FindSets();
00568 
00569 #if defined(UNIX) && !defined(__MORPHOS__)
00570   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00571   if (_dedicated_forks)
00572     DedicatedFork();
00573 #endif
00574 
00575   AI::Initialize();
00576   LoadFromConfig();
00577   AI::Uninitialize(true);
00578   CheckConfig();
00579   LoadFromHighScore();
00580 
00581   if (resolution.width != 0) { _cur_resolution = resolution; }
00582   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00583   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00584 
00585   /*
00586    * The width and height must be at least 1 pixel and width times
00587    * height must still fit within a 32 bits integer, this way all
00588    * internal drawing routines work correctly.
00589    */
00590   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00591   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00592 
00593 #if defined(ENABLE_NETWORK)
00594   if (dedicated_host) {
00595     _network_bind_list.Clear();
00596     *_network_bind_list.Append() = strdup(dedicated_host);
00597   }
00598   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00599   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00600 #endif /* ENABLE_NETWORK */
00601 
00602   /* enumerate language files */
00603   InitializeLanguagePacks();
00604 
00605   /* initialize screenshot formats */
00606   InitializeScreenshotFormats();
00607 
00608   /* initialize airport state machines */
00609   InitializeAirports();
00610 
00611   /* initialize all variables that are allocated dynamically */
00612   InitializeDynamicVariables();
00613 
00614   /* Initialize FreeType */
00615   InitFreeType();
00616 
00617   /* This must be done early, since functions use the SetWindowDirty* calls */
00618   InitWindowSystem();
00619 
00620   /* Look for the sounds before the graphics. Otherwise none would be set and
00621    * the first initialisation of the video happens on the wrong data. Now it
00622    * can do the first initialisation right. */
00623   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00624   if (!BaseSounds::SetSet(sounds_set)) {
00625     StrEmpty(sounds_set) ?
00626       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00627       usererror("Failed to select requested sounds set '%s'", sounds_set);
00628   }
00629   free(sounds_set);
00630 
00631   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00632   if (!BaseGraphics::SetSet(graphics_set)) {
00633     StrEmpty(graphics_set) ?
00634       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00635       usererror("Failed to select requested graphics set '%s'", graphics_set);
00636   }
00637   free(graphics_set);
00638 
00639   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00640   if (!BaseMusic::SetSet(music_set)) {
00641     StrEmpty(music_set) ?
00642       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00643       usererror("Failed to select requested music set '%s'", music_set);
00644   }
00645   free(music_set);
00646 
00647   /* Initialize game palette */
00648   GfxInitPalettes();
00649 
00650   DEBUG(misc, 1, "Loading blitter...");
00651   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00652   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
00653     StrEmpty(blitter) ?
00654       usererror("Failed to autoprobe blitter") :
00655       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00656   free(blitter);
00657 
00658   DEBUG(driver, 1, "Loading drivers...");
00659 
00660   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00661   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00662   if (_sound_driver == NULL) {
00663     StrEmpty(sounddriver) ?
00664       usererror("Failed to autoprobe sound driver") :
00665       usererror("Failed to select requested sound driver '%s'", sounddriver);
00666   }
00667   free(sounddriver);
00668 
00669   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00670   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00671   if (_video_driver == NULL) {
00672     StrEmpty(videodriver) ?
00673       usererror("Failed to autoprobe video driver") :
00674       usererror("Failed to select requested video driver '%s'", videodriver);
00675   }
00676   free(videodriver);
00677 
00678   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00679   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00680   if (_music_driver == NULL) {
00681     StrEmpty(musicdriver) ?
00682       usererror("Failed to autoprobe music driver") :
00683       usererror("Failed to select requested music driver '%s'", musicdriver);
00684   }
00685   free(musicdriver);
00686 
00687   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
00688   /* Initialize the zoom level of the screen to normal */
00689   _screen.zoom = ZOOM_LVL_NORMAL;
00690 
00691   /* restore saved music volume */
00692   _music_driver->SetVolume(msf.music_vol);
00693 
00694   NetworkStartUp(); // initialize network-core
00695 
00696 #if defined(ENABLE_NETWORK)
00697   if (debuglog_conn != NULL && _network_available) {
00698     const char *not_used = NULL;
00699     const char *port = NULL;
00700     uint16 rport;
00701 
00702     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00703 
00704     ParseConnectionString(&not_used, &port, debuglog_conn);
00705     if (port != NULL) rport = atoi(port);
00706 
00707     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00708   }
00709 #endif /* ENABLE_NETWORK */
00710 
00711   ScanNewGRFFiles();
00712 
00713   ResetGRFConfig(false);
00714 
00715   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00716   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00717 
00718   /* initialize the ingame console */
00719   IConsoleInit();
00720   _cursor.in_window = true;
00721   InitializeGUI();
00722   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00723 
00724   /* Take our initial lock on whatever we might want to do! */
00725   _genworld_paint_mutex->BeginCritical();
00726   _genworld_mapgen_mutex->BeginCritical();
00727 
00728   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00729   WaitTillGeneratedWorld();
00730 
00731   CheckForMissingGlyphsInLoadedLanguagePack();
00732 
00733 #ifdef ENABLE_NETWORK
00734   if (network && _network_available) {
00735     if (network_conn != NULL) {
00736       const char *port = NULL;
00737       const char *company = NULL;
00738       uint16 rport = NETWORK_DEFAULT_PORT;
00739       CompanyID join_as = COMPANY_NEW_COMPANY;
00740 
00741       ParseConnectionString(&company, &port, network_conn);
00742 
00743       if (company != NULL) {
00744         join_as = (CompanyID)atoi(company);
00745 
00746         if (join_as != COMPANY_SPECTATOR) {
00747           join_as--;
00748           if (join_as >= MAX_COMPANIES) return false;
00749         }
00750       }
00751       if (port != NULL) rport = atoi(port);
00752 
00753       LoadIntroGame();
00754       _switch_mode = SM_NONE;
00755       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00756     }
00757   }
00758 #endif /* ENABLE_NETWORK */
00759 
00760   _video_driver->MainLoop();
00761 
00762   WaitTillSaved();
00763 
00764   /* only save config if we have to */
00765   if (save_config) {
00766     SaveToConfig();
00767     SaveToHighScore();
00768   }
00769 
00770   /* Reset windowing system, stop drivers, free used memory, ... */
00771   ShutdownGame();
00772 
00773   free(const_cast<char *>(BaseGraphics::ini_set));
00774   free(const_cast<char *>(BaseSounds::ini_set));
00775   free(const_cast<char *>(BaseMusic::ini_set));
00776   free(_ini_musicdriver);
00777   free(_ini_sounddriver);
00778   free(_ini_videodriver);
00779   free(_ini_blitter);
00780 
00781   return 0;
00782 }
00783 
00784 void HandleExitGameRequest()
00785 {
00786   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00787     _exit_game = true;
00788   } else if (_settings_client.gui.autosave_on_exit) {
00789     DoExitSave();
00790     _exit_game = true;
00791   } else {
00792     AskExitGame();
00793   }
00794 }
00795 
00796 static void MakeNewGameDone()
00797 {
00798   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00799 
00800   /* In a dedicated server, the server does not play */
00801   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00802     SetLocalCompany(COMPANY_SPECTATOR);
00803     IConsoleCmdExec("exec scripts/game_start.scr 0");
00804     return;
00805   }
00806 
00807   /* Create a single company */
00808   DoStartupNewCompany(false);
00809 
00810   Company *c = Company::Get(COMPANY_FIRST);
00811   c->settings = _settings_client.company;
00812 
00813   IConsoleCmdExec("exec scripts/game_start.scr 0");
00814 
00815   SetLocalCompany(COMPANY_FIRST);
00816   _current_company = _local_company;
00817 
00818   InitializeRailGUI();
00819 
00820 #ifdef ENABLE_NETWORK
00821   /* We are the server, we start a new company (not dedicated),
00822    * so set the default password *if* needed. */
00823   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00824     NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
00825   }
00826 #endif /* ENABLE_NETWORK */
00827 
00828   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00829 
00830   MarkWholeScreenDirty();
00831 }
00832 
00833 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00834 {
00835   _game_mode = GM_NORMAL;
00836 
00837   ResetGRFConfig(true);
00838   InitializeDynamicVariables();
00839 
00840   GenerateWorldSetCallback(&MakeNewGameDone);
00841   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00842 }
00843 
00844 static void MakeNewEditorWorldDone()
00845 {
00846   SetLocalCompany(OWNER_NONE);
00847 }
00848 
00849 static void MakeNewEditorWorld()
00850 {
00851   _game_mode = GM_EDITOR;
00852 
00853   ResetGRFConfig(true);
00854 
00855   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00856   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00857 }
00858 
00859 void StartupCompanies();
00860 void StartupDisasters();
00861 extern void StartupEconomy();
00862 
00872 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
00873 {
00874   GameMode ogm = _game_mode;
00875 
00876   _game_mode = newgm;
00877   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
00878   switch (SaveOrLoad(filename, mode, subdir)) {
00879     case SL_OK: return true;
00880 
00881     case SL_REINIT:
00882 #ifdef ENABLE_NETWORK
00883       if (_network_dedicated) {
00884         /*
00885          * We need to reinit a network map...
00886          * We can't simply load the intro game here as that game has many
00887          * special cases which make clients desync immediately. So we fall
00888          * back to just generating a new game with the current settings.
00889          */
00890         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00891         MakeNewGame(false, true);
00892         return false;
00893       }
00894       if (_network_server) {
00895         /* We can't load the intro game as server, so disconnect first. */
00896         NetworkDisconnect();
00897       }
00898 #endif /* ENABLE_NETWORK */
00899 
00900       switch (ogm) {
00901         default:
00902         case GM_MENU:   LoadIntroGame();      break;
00903         case GM_EDITOR: MakeNewEditorWorld(); break;
00904       }
00905       return false;
00906 
00907     default:
00908       _game_mode = ogm;
00909       return false;
00910   }
00911 }
00912 
00918 static void StartScenario()
00919 {
00920   _game_mode = GM_NORMAL;
00921 
00922   /* invalid type */
00923   if (_file_to_saveload.mode == SL_INVALID) {
00924     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
00925     SetDParamStr(0, GetSaveLoadErrorString());
00926     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00927     _game_mode = GM_MENU;
00928     return;
00929   }
00930 
00931   /* Reinitialize windows */
00932   ResetWindowSystem();
00933 
00934   SetupColoursAndInitialWindow();
00935 
00936   ResetGRFConfig(true);
00937 
00938   /* Load game */
00939   if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
00940     SetDParamStr(0, GetSaveLoadErrorString());
00941     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00942     return;
00943   }
00944 
00945   _settings_game.difficulty = _settings_newgame.difficulty;
00946 
00947   /* Inititalize data */
00948   StartupEconomy();
00949   StartupCompanies();
00950   StartupEngines();
00951   StartupDisasters();
00952 
00953   SetLocalCompany(COMPANY_FIRST);
00954   _current_company = _local_company;
00955   Company *c = Company::Get(COMPANY_FIRST);
00956   c->settings = _settings_client.company;
00957 
00958   MarkWholeScreenDirty();
00959 }
00960 
00961 void SwitchToMode(SwitchMode new_mode)
00962 {
00963 #ifdef ENABLE_NETWORK
00964   /* If we are saving something, the network stays in his current state */
00965   if (new_mode != SM_SAVE) {
00966     /* If the network is active, make it not-active */
00967     if (_networking) {
00968       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00969         NetworkReboot();
00970       } else {
00971         NetworkDisconnect();
00972       }
00973     }
00974 
00975     /* If we are a server, we restart the server */
00976     if (_is_network_server) {
00977       /* But not if we are going to the menu */
00978       if (new_mode != SM_MENU) {
00979         /* check if we should reload the config */
00980         if (_settings_client.network.reload_cfg) {
00981           LoadFromConfig();
00982           MakeNewgameSettingsLive();
00983           ResetGRFConfig(false);
00984         }
00985         NetworkServerStart();
00986       } else {
00987         /* This client no longer wants to be a network-server */
00988         _is_network_server = false;
00989       }
00990     }
00991   }
00992 #endif /* ENABLE_NETWORK */
00993   /* Make sure all AI controllers are gone at quiting game */
00994   if (new_mode != SM_SAVE) AI::KillAll();
00995 
00996   switch (new_mode) {
00997     case SM_EDITOR: // Switch to scenario editor
00998       MakeNewEditorWorld();
00999       break;
01000 
01001     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
01002     case SM_NEWGAME: // New Game --> 'Random game'
01003 #ifdef ENABLE_NETWORK
01004       if (_network_server) {
01005         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
01006       }
01007 #endif /* ENABLE_NETWORK */
01008       MakeNewGame(false, new_mode == SM_NEWGAME);
01009       break;
01010 
01011     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
01012 #ifdef ENABLE_NETWORK
01013       if (_network_server) {
01014         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
01015       }
01016 #endif /* ENABLE_NETWORK */
01017       StartScenario();
01018       break;
01019 
01020     case SM_LOAD: { // Load game, Play Scenario
01021       ResetGRFConfig(true);
01022       ResetWindowSystem();
01023 
01024       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01025         SetDParamStr(0, GetSaveLoadErrorString());
01026         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01027       } else {
01028         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01029           StartupEngines();
01030         }
01031         /* Update the local company for a loaded game. It is either always
01032          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01033         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01034         /* Execute the game-start script */
01035         IConsoleCmdExec("exec scripts/game_start.scr 0");
01036         /* Decrease pause counter (was increased from opening load dialog) */
01037         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01038 #ifdef ENABLE_NETWORK
01039         if (_network_server) {
01040           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01041         }
01042 #endif /* ENABLE_NETWORK */
01043       }
01044       break;
01045     }
01046 
01047     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01048 #ifdef ENABLE_NETWORK
01049       if (_network_server) {
01050         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01051       }
01052 #endif /* ENABLE_NETWORK */
01053       MakeNewGame(true, true);
01054       break;
01055 
01056     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01057       SetLocalCompany(OWNER_NONE);
01058 
01059       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01060       MarkWholeScreenDirty();
01061       break;
01062 
01063     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01064       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01065         SetLocalCompany(OWNER_NONE);
01066         _settings_newgame.game_creation.starting_year = _cur_year;
01067         /* Cancel the saveload pausing */
01068         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01069       } else {
01070         SetDParamStr(0, GetSaveLoadErrorString());
01071         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01072       }
01073       break;
01074     }
01075 
01076     case SM_MENU: // Switch to game intro menu
01077       LoadIntroGame();
01078       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01079         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, 0, 0, true);
01080         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01081       }
01082       break;
01083 
01084     case SM_SAVE: // Save game
01085       /* Make network saved games on pause compatible to singleplayer */
01086       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01087         SetDParamStr(0, GetSaveLoadErrorString());
01088         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01089       } else {
01090         DeleteWindowById(WC_SAVELOAD, 0);
01091       }
01092       break;
01093 
01094     case SM_GENRANDLAND: // Generate random land within scenario editor
01095       SetLocalCompany(OWNER_NONE);
01096       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01097       /* XXX: set date */
01098       MarkWholeScreenDirty();
01099       break;
01100 
01101     default: NOT_REACHED();
01102   }
01103 
01104   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01105     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
01106   }
01107 }
01108 
01109 
01116 static void CheckCaches()
01117 {
01118   /* Return here so it is easy to add checks that are run
01119    * always to aid testing of caches. */
01120   if (_debug_desync_level <= 1) return;
01121 
01122   /* Strict checking of the road stop cache entries */
01123   const RoadStop *rs;
01124   FOR_ALL_ROADSTOPS(rs) {
01125     if (IsStandardRoadStopTile(rs->xy)) continue;
01126 
01127     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01128     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01129     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01130   }
01131 
01132   Vehicle *v;
01133   FOR_ALL_VEHICLES(v) {
01134     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01135 
01136     uint length = 0;
01137     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01138 
01139     VehicleCache      *veh_cache = CallocT<VehicleCache>(length);
01140     TrainCache        *tra_cache = CallocT<TrainCache>(length);
01141     RoadVehicleCache  *roa_cache = CallocT<RoadVehicleCache>(length);
01142     AircraftCache     *air_cache = CallocT<AircraftCache>(length);
01143 
01144     length = 0;
01145     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01146       veh_cache[length] = u->vcache;
01147       switch (u->type) {
01148         case VEH_TRAIN:
01149           tra_cache[length] = Train::From(u)->tcache;
01150           break;
01151         case VEH_ROAD:
01152           roa_cache[length] = RoadVehicle::From(u)->rcache;
01153           break;
01154         case VEH_AIRCRAFT:
01155           air_cache[length] = Aircraft::From(u)->acache;
01156         default:
01157           break;
01158       }
01159       length++;
01160     }
01161 
01162     switch (v->type) {
01163       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01164       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01165       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01166       default: break;
01167     }
01168 
01169     length = 0;
01170     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01171       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01172         DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
01173       }
01174       switch (u->type) {
01175         case VEH_TRAIN:
01176           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01177             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01178           }
01179           break;
01180         case VEH_ROAD:
01181           if (memcmp(&roa_cache[length], &RoadVehicle::From(u)->rcache, sizeof(RoadVehicleCache)) != 0) {
01182             DEBUG(desync, 2, "road vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01183           }
01184           break;
01185         case VEH_AIRCRAFT:
01186           if (memcmp(&air_cache[length], &Aircraft::From(u)->acache, sizeof(AircraftCache)) != 0) {
01187             DEBUG(desync, 2, "aircraft cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
01188           }
01189           break;
01190         default:
01191           break;
01192       }
01193       length++;
01194     }
01195 
01196     free(veh_cache);
01197     free(tra_cache);
01198     free(roa_cache);
01199     free(air_cache);
01200   }
01201 
01202   /* Check whether the caches are still valid */
01203   FOR_ALL_VEHICLES(v) {
01204     byte buff[sizeof(VehicleCargoList)];
01205     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01206     v->cargo.InvalidateCache();
01207     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01208   }
01209 
01210   Station *st;
01211   FOR_ALL_STATIONS(st) {
01212     for (CargoID c = 0; c < NUM_CARGO; c++) {
01213       byte buff[sizeof(StationCargoList)];
01214       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01215       st->goods[c].cargo.InvalidateCache();
01216       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01217     }
01218   }
01219 }
01220 
01226 void StateGameLoop()
01227 {
01228   /* dont execute the state loop during pause */
01229   if (_pause_mode != PM_UNPAUSED) {
01230     CallWindowTickEvent();
01231     return;
01232   }
01233   if (IsGeneratingWorld()) return;
01234 
01235   ClearStorageChanges(false);
01236 
01237   if (_game_mode == GM_EDITOR) {
01238     RunTileLoop();
01239     CallVehicleTicks();
01240     CallLandscapeTick();
01241     ClearStorageChanges(true);
01242 
01243     CallWindowTickEvent();
01244     NewsLoop();
01245   } else {
01246     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01247       /* Save the desync savegame if needed. */
01248       char name[MAX_PATH];
01249       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01250       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
01251     }
01252 
01253     CheckCaches();
01254 
01255     /* All these actions has to be done from OWNER_NONE
01256      *  for multiplayer compatibility */
01257     CompanyID old_company = _current_company;
01258     _current_company = OWNER_NONE;
01259 
01260     AnimateAnimatedTiles();
01261     IncreaseDate();
01262     RunTileLoop();
01263     CallVehicleTicks();
01264     CallLandscapeTick();
01265     ClearStorageChanges(true);
01266 
01267     AI::GameLoop();
01268 
01269     CallWindowTickEvent();
01270     NewsLoop();
01271     _current_company = old_company;
01272   }
01273 }
01274 
01277 static void DoAutosave()
01278 {
01279   char buf[MAX_PATH];
01280 
01281 #if defined(PSP)
01282   /* Autosaving in networking is too time expensive for the PSP */
01283   if (_networking) return;
01284 #endif /* PSP */
01285 
01286   if (_settings_client.gui.keep_all_autosave) {
01287     GenerateDefaultSaveName(buf, lastof(buf));
01288     strecat(buf, ".sav", lastof(buf));
01289   } else {
01290     static int _autosave_ctr = 0;
01291 
01292     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01293     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01294 
01295     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01296   }
01297 
01298   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01299   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01300     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, 0, 0);
01301   }
01302 }
01303 
01304 void GameLoop()
01305 {
01306   ProcessAsyncSaveFinish();
01307 
01308   /* autosave game? */
01309   if (_do_autosave) {
01310     _do_autosave = false;
01311     DoAutosave();
01312     RedrawAutosave();
01313   }
01314 
01315   /* switch game mode? */
01316   if (_switch_mode != SM_NONE) {
01317     SwitchToMode(_switch_mode);
01318     _switch_mode = SM_NONE;
01319   }
01320 
01321   IncreaseSpriteLRU();
01322   InteractiveRandom();
01323 
01324   extern int _caret_timer;
01325   _caret_timer += 3;
01326   _palette_animation_counter += 8;
01327   CursorTick();
01328 
01329 #ifdef ENABLE_NETWORK
01330   /* Check for UDP stuff */
01331   if (_network_available) NetworkUDPGameLoop();
01332 
01333   if (_networking && !IsGeneratingWorld()) {
01334     /* Multiplayer */
01335     NetworkGameLoop();
01336   } else {
01337     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01338       /* This means that we want to reconnect to the last host
01339        * We do this here, because it means that the network is really closed */
01340       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01341     }
01342     /* Singleplayer */
01343     StateGameLoop();
01344   }
01345 #else
01346   StateGameLoop();
01347 #endif /* ENABLE_NETWORK */
01348 
01349   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01350 
01351   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
01352 
01353   InputLoop();
01354 
01355   _sound_driver->MainLoop();
01356   MusicLoop();
01357 }

Generated on Tue Sep 14 17:06:52 2010 for OpenTTD by  doxygen 1.6.1