openttd.cpp

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00001 /* $Id: openttd.cpp 21896 2011-01-22 23:13:39Z 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 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "gui.h"
00021 #include "sound_func.h"
00022 #include "window_func.h"
00023 
00024 #include "base_media_base.h"
00025 #include "saveload/saveload.h"
00026 #include "company_func.h"
00027 #include "command_func.h"
00028 #include "news_func.h"
00029 #include "fios.h"
00030 #include "aircraft.h"
00031 #include "roadveh.h"
00032 #include "train.h"
00033 #include "ship.h"
00034 #include "console_func.h"
00035 #include "screenshot.h"
00036 #include "network/network.h"
00037 #include "network/network_func.h"
00038 #include "signs_base.h"
00039 #include "ai/ai.hpp"
00040 #include "ai/ai_config.hpp"
00041 #include "settings_func.h"
00042 #include "genworld.h"
00043 #include "group.h"
00044 #include "strings_func.h"
00045 #include "date_func.h"
00046 #include "vehicle_func.h"
00047 #include "gamelog.h"
00048 #include "animated_tile_func.h"
00049 #include "roadstop_base.h"
00050 #include "functions.h"
00051 #include "elrail_func.h"
00052 #include "rev.h"
00053 #include "highscore.h"
00054 #include "thread/thread.h"
00055 #include "station_base.h"
00056 #include "crashlog.h"
00057 #include "engine_func.h"
00058 #include "core/random_func.hpp"
00059 #include "rail_gui.h"
00060 #include "core/backup_type.hpp"
00061 #include "hotkeys.h"
00062 #include "newgrf.h"
00063 
00064 
00065 #include "town.h"
00066 #include "industry.h"
00067 
00068 #include <stdarg.h>
00069 
00070 #include "table/strings.h"
00071 
00072 StringID _switch_mode_errorstr;
00073 
00074 void CallLandscapeTick();
00075 void IncreaseDate();
00076 void DoPaletteAnimations();
00077 void MusicLoop();
00078 void ResetMusic();
00079 void ProcessAsyncSaveFinish();
00080 void CallWindowTickEvent();
00081 
00082 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00083 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00084 extern void ShowOSErrorBox(const char *buf, bool system);
00085 extern char *_config_file;
00086 
00092 void CDECL usererror(const char *s, ...)
00093 {
00094   va_list va;
00095   char buf[512];
00096 
00097   va_start(va, s);
00098   vsnprintf(buf, lengthof(buf), s, va);
00099   va_end(va);
00100 
00101   ShowOSErrorBox(buf, false);
00102   if (_video_driver != NULL) _video_driver->Stop();
00103 
00104   exit(1);
00105 }
00106 
00112 void CDECL error(const char *s, ...)
00113 {
00114   va_list va;
00115   char buf[512];
00116 
00117   va_start(va, s);
00118   vsnprintf(buf, lengthof(buf), s, va);
00119   va_end(va);
00120 
00121   ShowOSErrorBox(buf, true);
00122 
00123   /* Set the error message for the crash log and then invoke it. */
00124   CrashLog::SetErrorMessage(buf);
00125   abort();
00126 }
00127 
00132 void CDECL ShowInfoF(const char *str, ...)
00133 {
00134   va_list va;
00135   char buf[1024];
00136   va_start(va, str);
00137   vsnprintf(buf, lengthof(buf), str, va);
00138   va_end(va);
00139   ShowInfo(buf);
00140 }
00141 
00145 static void ShowHelp()
00146 {
00147   char buf[8192];
00148   char *p = buf;
00149 
00150   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00151   p = strecpy(p,
00152     "\n"
00153     "\n"
00154     "Command line options:\n"
00155     "  -v drv              = Set video driver (see below)\n"
00156     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00157     "  -m drv              = Set music driver (see below)\n"
00158     "  -b drv              = Set the blitter to use (see below)\n"
00159     "  -r res              = Set resolution (for instance 800x600)\n"
00160     "  -h                  = Display this help text\n"
00161     "  -t year             = Set starting year\n"
00162     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00163     "  -e                  = Start Editor\n"
00164     "  -g [savegame]       = Start new/save game immediately\n"
00165     "  -G seed             = Set random seed\n"
00166 #if defined(ENABLE_NETWORK)
00167     "  -n [ip:port#company]= Start networkgame\n"
00168     "  -p password         = Password to join server\n"
00169     "  -P password         = Password to join company\n"
00170     "  -D [ip][:port]      = Start dedicated server\n"
00171     "  -l ip[:port]        = Redirect DEBUG()\n"
00172 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00173     "  -f                  = Fork into the background (dedicated only)\n"
00174 #endif
00175 #endif /* ENABLE_NETWORK */
00176     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00177     "                          (defines default setting when adding newgrfs)\n"
00178     "                        Default value (2) lets OpenTTD use the palette\n"
00179     "                          specified in graphics set file (see below)\n"
00180     "  -I graphics_set     = Force the graphics set (see below)\n"
00181     "  -S sounds_set       = Force the sounds set (see below)\n"
00182     "  -M music_set        = Force the music set (see below)\n"
00183     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00184     "  -x                  = Do not automatically save to config file on exit\n"
00185     "\n",
00186     lastof(buf)
00187   );
00188 
00189   /* List the graphics packs */
00190   p = BaseGraphics::GetSetsList(p, lastof(buf));
00191 
00192   /* List the sounds packs */
00193   p = BaseSounds::GetSetsList(p, lastof(buf));
00194 
00195   /* List the music packs */
00196   p = BaseMusic::GetSetsList(p, lastof(buf));
00197 
00198   /* List the drivers */
00199   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00200 
00201   /* List the blitters */
00202   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00203 
00204   /* We need to initialize the AI, so it finds the AIs */
00205   TarScanner::DoScan();
00206   AI::Initialize();
00207   p = AI::GetConsoleList(p, lastof(buf));
00208   AI::Uninitialize(true);
00209 
00210   /* ShowInfo put output to stderr, but version information should go
00211    * to stdout; this is the only exception */
00212 #if !defined(WIN32) && !defined(WIN64)
00213   printf("%s\n", buf);
00214 #else
00215   ShowInfo(buf);
00216 #endif
00217 }
00218 
00219 
00220 struct MyGetOptData {
00221   char *opt;
00222   int numleft;
00223   char **argv;
00224   const char *options;
00225   char *cont;
00226 
00227   MyGetOptData(int argc, char **argv, const char *options)
00228   {
00229     opt = NULL;
00230     numleft = argc;
00231     this->argv = argv;
00232     this->options = options;
00233     cont = NULL;
00234   }
00235 };
00236 
00237 static int MyGetOpt(MyGetOptData *md)
00238 {
00239   char *s = md->cont;
00240   if (s != NULL) {
00241     goto md_continue_here;
00242   }
00243 
00244   for (;;) {
00245     if (--md->numleft < 0) return -1;
00246 
00247     s = *md->argv++;
00248     if (*s == '-') {
00249 md_continue_here:;
00250       s++;
00251       if (*s != 0) {
00252         const char *r;
00253         /* Found argument, try to locate it in options. */
00254         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00255           /* ERROR! */
00256           return -2;
00257         }
00258         if (r[1] == ':') {
00259           char *t;
00260           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00261           if (!*(t = s + 1)) {
00262             /* It comes as a separate arg. Check if out of args? */
00263             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00264               /* Check if item is optional? */
00265               if (r[2] != ':') return -2;
00266               md->numleft++;
00267               t = NULL;
00268             } else {
00269               md->argv++;
00270             }
00271           }
00272           md->opt = t;
00273           md->cont = NULL;
00274           return *s;
00275         }
00276         md->opt = NULL;
00277         md->cont = s;
00278         return *s;
00279       }
00280     } else {
00281       /* This is currently not supported. */
00282       return -2;
00283     }
00284   }
00285 }
00286 
00293 static void ParseResolution(Dimension *res, const char *s)
00294 {
00295   const char *t = strchr(s, 'x');
00296   if (t == NULL) {
00297     ShowInfoF("Invalid resolution '%s'", s);
00298     return;
00299   }
00300 
00301   res->width  = max(strtoul(s, NULL, 0), 64UL);
00302   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00303 }
00304 
00305 static void InitializeDynamicVariables()
00306 {
00307   /* Dynamic stuff needs to be initialized somewhere... */
00308   _engine_mngr.ResetToDefaultMapping();
00309   _house_mngr.ResetMapping();
00310   _industry_mngr.ResetMapping();
00311   _industile_mngr.ResetMapping();
00312   _airport_mngr.ResetMapping();
00313   _airporttile_mngr.ResetMapping();
00314 }
00315 
00316 
00321 static void ShutdownGame()
00322 {
00323   IConsoleFree();
00324 
00325   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00326 
00327   DriverFactoryBase::ShutdownDrivers();
00328 
00329   UnInitWindowSystem();
00330 
00331   /* stop the AI */
00332   AI::Uninitialize(false);
00333 
00334   /* Uninitialize variables that are allocated dynamically */
00335   GamelogReset();
00336   _town_pool.CleanPool();
00337   _industry_pool.CleanPool();
00338   _station_pool.CleanPool();
00339   _roadstop_pool.CleanPool();
00340   _vehicle_pool.CleanPool();
00341   _sign_pool.CleanPool();
00342   _order_pool.CleanPool();
00343   _group_pool.CleanPool();
00344   _cargopacket_pool.CleanPool();
00345   _engine_pool.CleanPool();
00346   _company_pool.CleanPool();
00347 
00348 #ifdef ENABLE_NETWORK
00349   free(_config_file);
00350 #endif
00351 
00352   ResetNewGRFData();
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 #if defined(UNIX) && !defined(__MORPHOS__)
00410 extern void DedicatedFork();
00411 #endif
00412 
00413 int ttd_main(int argc, char *argv[])
00414 {
00415   int i;
00416   const char *optformat;
00417   char *musicdriver = NULL;
00418   char *sounddriver = NULL;
00419   char *videodriver = NULL;
00420   char *blitter = NULL;
00421   char *graphics_set = NULL;
00422   char *sounds_set = NULL;
00423   char *music_set = NULL;
00424   Dimension resolution = {0, 0};
00425   Year startyear = INVALID_YEAR;
00426   uint generation_seed = GENERATE_NEW_SEED;
00427   bool save_config = true;
00428 #if defined(ENABLE_NETWORK)
00429   bool dedicated = false;
00430   bool network   = false;
00431   char *network_conn = NULL;
00432   char *debuglog_conn = NULL;
00433   char *dedicated_host = NULL;
00434   uint16 dedicated_port = 0;
00435   char *join_server_password = NULL;
00436   char *join_company_password = NULL;
00437 
00438   extern bool _dedicated_forks;
00439   _dedicated_forks = false;
00440 #endif /* ENABLE_NETWORK */
00441 
00442   _game_mode = GM_MENU;
00443   _switch_mode = SM_MENU;
00444   _switch_mode_errorstr = INVALID_STRING_ID;
00445   _config_file = NULL;
00446 
00447   /* The last param of the following function means this:
00448    *   a letter means: it accepts that param (e.g.: -h)
00449    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00450    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00451   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
00452 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00453     "f"
00454 #endif
00455   ;
00456 
00457   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00458 
00459   while ((i = MyGetOpt(&mgo)) != -1) {
00460     switch (i) {
00461     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00462     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00463     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00464     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00465     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00466     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00467     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00468 #if defined(ENABLE_NETWORK)
00469     case 'D':
00470       free(musicdriver);
00471       free(sounddriver);
00472       free(videodriver);
00473       free(blitter);
00474       musicdriver = strdup("null");
00475       sounddriver = strdup("null");
00476       videodriver = strdup("dedicated");
00477       blitter = strdup("null");
00478       dedicated = true;
00479       SetDebugString("net=6");
00480       if (mgo.opt != NULL) {
00481         /* Use the existing method for parsing (openttd -n).
00482          * However, we do ignore the #company part. */
00483         const char *temp = NULL;
00484         const char *port = NULL;
00485         ParseConnectionString(&temp, &port, mgo.opt);
00486         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00487         if (port != NULL) dedicated_port = atoi(port);
00488       }
00489       break;
00490     case 'f': _dedicated_forks = true; break;
00491     case 'n':
00492       network = true;
00493       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00494       break;
00495     case 'l':
00496       debuglog_conn = mgo.opt;
00497       break;
00498     case 'p':
00499       join_server_password = mgo.opt;
00500       break;
00501     case 'P':
00502       join_company_password = mgo.opt;
00503       break;
00504 #endif /* ENABLE_NETWORK */
00505     case 'r': ParseResolution(&resolution, mgo.opt); break;
00506     case 't': startyear = atoi(mgo.opt); break;
00507     case 'd': {
00508 #if defined(WIN32)
00509         CreateConsole();
00510 #endif
00511         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00512         break;
00513       }
00514     case 'e': _switch_mode = SM_EDITOR; break;
00515     case 'i':
00516       /* there is an argument, it is not empty, and it is exactly 1 char long */
00517       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00518         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00519         if (_use_palette <= MAX_PAL) break;
00520       }
00521       usererror("Valid value for '-i' is 0, 1 or 2");
00522     case 'g':
00523       if (mgo.opt != NULL) {
00524         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00525         _switch_mode = SM_LOAD;
00526         _file_to_saveload.mode = SL_LOAD;
00527 
00528         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00529         const char *t = strrchr(_file_to_saveload.name, '.');
00530         if (t != NULL) {
00531           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00532           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00533         }
00534 
00535         break;
00536       }
00537 
00538       _switch_mode = SM_NEWGAME;
00539       /* Give a random map if no seed has been given */
00540       if (generation_seed == GENERATE_NEW_SEED) {
00541         generation_seed = InteractiveRandom();
00542       }
00543       break;
00544     case 'G': generation_seed = atoi(mgo.opt); break;
00545     case 'c': _config_file = strdup(mgo.opt); break;
00546     case 'x': save_config = false; break;
00547     case -2:
00548     case 'h':
00549       /* The next two functions are needed to list the graphics sets.
00550        * We can't do them earlier because then we can't show it on
00551        * the debug console as that hasn't been configured yet. */
00552       DeterminePaths(argv[0]);
00553       BaseGraphics::FindSets();
00554       BaseSounds::FindSets();
00555       BaseMusic::FindSets();
00556       ShowHelp();
00557       return 0;
00558     }
00559   }
00560 
00561 #if defined(WINCE) && defined(_DEBUG)
00562   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00563   SetDebugString("4");
00564 #endif
00565 
00566   DeterminePaths(argv[0]);
00567   BaseGraphics::FindSets();
00568   BaseSounds::FindSets();
00569   BaseMusic::FindSets();
00570 
00571 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
00572   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00573   if (_dedicated_forks) DedicatedFork();
00574 #endif
00575 
00576   TarScanner::DoScan();
00577   AI::Initialize();
00578   LoadFromConfig();
00579   AI::Uninitialize(true);
00580   CheckConfig();
00581   LoadFromHighScore();
00582   LoadHotkeysFromConfig();
00583 
00584   if (resolution.width != 0) { _cur_resolution = resolution; }
00585   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00586   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00587 
00588   /*
00589    * The width and height must be at least 1 pixel and width times
00590    * height must still fit within a 32 bits integer, this way all
00591    * internal drawing routines work correctly.
00592    */
00593   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00594   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00595 
00596 #if defined(ENABLE_NETWORK)
00597   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00598   if (dedicated_host) {
00599     _network_bind_list.Clear();
00600     *_network_bind_list.Append() = strdup(dedicated_host);
00601   }
00602   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00603   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00604 #endif /* ENABLE_NETWORK */
00605 
00606   /* enumerate language files */
00607   InitializeLanguagePacks();
00608 
00609   /* initialize screenshot formats */
00610   InitializeScreenshotFormats();
00611 
00612   /* initialize all variables that are allocated dynamically */
00613   InitializeDynamicVariables();
00614 
00615   /* Initialize FreeType */
00616   InitFreeType();
00617 
00618   /* This must be done early, since functions use the SetWindowDirty* calls */
00619   InitWindowSystem();
00620 
00621   /* Look for the sounds before the graphics. Otherwise none would be set and
00622    * the first initialisation of the video happens on the wrong data. Now it
00623    * can do the first initialisation right. */
00624   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00625   if (!BaseSounds::SetSet(sounds_set)) {
00626     StrEmpty(sounds_set) ?
00627       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00628       usererror("Failed to select requested sounds set '%s'", sounds_set);
00629   }
00630   free(sounds_set);
00631 
00632   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00633   if (!BaseGraphics::SetSet(graphics_set)) {
00634     StrEmpty(graphics_set) ?
00635       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00636       usererror("Failed to select requested graphics set '%s'", graphics_set);
00637   }
00638   free(graphics_set);
00639 
00640   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00641   if (!BaseMusic::SetSet(music_set)) {
00642     StrEmpty(music_set) ?
00643       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00644       usererror("Failed to select requested music set '%s'", music_set);
00645   }
00646   free(music_set);
00647 
00648   /* Initialize game palette */
00649   GfxInitPalettes();
00650 
00651   DEBUG(misc, 1, "Loading blitter...");
00652   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00653   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00654     StrEmpty(blitter) ?
00655       usererror("Failed to autoprobe blitter") :
00656       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00657   }
00658   free(blitter);
00659 
00660   DEBUG(driver, 1, "Loading drivers...");
00661 
00662   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00663   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00664   if (_sound_driver == NULL) {
00665     StrEmpty(sounddriver) ?
00666       usererror("Failed to autoprobe sound driver") :
00667       usererror("Failed to select requested sound driver '%s'", sounddriver);
00668   }
00669   free(sounddriver);
00670 
00671   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00672   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00673   if (_video_driver == NULL) {
00674     StrEmpty(videodriver) ?
00675       usererror("Failed to autoprobe video driver") :
00676       usererror("Failed to select requested video driver '%s'", videodriver);
00677   }
00678   free(videodriver);
00679 
00680   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00681   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00682   if (_music_driver == NULL) {
00683     StrEmpty(musicdriver) ?
00684       usererror("Failed to autoprobe music driver") :
00685       usererror("Failed to select requested music driver '%s'", musicdriver);
00686   }
00687   free(musicdriver);
00688 
00689   /* Initialize the zoom level of the screen to normal */
00690   _screen.zoom = ZOOM_LVL_NORMAL;
00691 
00692   /* restore saved music volume */
00693   _music_driver->SetVolume(_msf.music_vol);
00694 
00695   NetworkStartUp(); // initialize network-core
00696 
00697 #if defined(ENABLE_NETWORK)
00698   if (debuglog_conn != NULL && _network_available) {
00699     const char *not_used = NULL;
00700     const char *port = NULL;
00701     uint16 rport;
00702 
00703     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00704 
00705     ParseConnectionString(&not_used, &port, debuglog_conn);
00706     if (port != NULL) rport = atoi(port);
00707 
00708     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00709   }
00710 #endif /* ENABLE_NETWORK */
00711 
00712   ScanNewGRFFiles();
00713 
00714   ResetGRFConfig(false);
00715 
00716   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00717   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00718 
00719   /* initialize the ingame console */
00720   IConsoleInit();
00721   _cursor.in_window = true;
00722   InitializeGUI();
00723   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00724 
00725   /* Take our initial lock on whatever we might want to do! */
00726   _genworld_paint_mutex->BeginCritical();
00727   _genworld_mapgen_mutex->BeginCritical();
00728 
00729   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00730   WaitTillGeneratedWorld();
00731 
00732   CheckForMissingGlyphsInLoadedLanguagePack();
00733 
00734 #ifdef ENABLE_NETWORK
00735   if (network && _network_available) {
00736     if (network_conn != NULL) {
00737       const char *port = NULL;
00738       const char *company = NULL;
00739       uint16 rport = NETWORK_DEFAULT_PORT;
00740       CompanyID join_as = COMPANY_NEW_COMPANY;
00741 
00742       ParseConnectionString(&company, &port, network_conn);
00743 
00744       if (company != NULL) {
00745         join_as = (CompanyID)atoi(company);
00746 
00747         if (join_as != COMPANY_SPECTATOR) {
00748           join_as--;
00749           if (join_as >= MAX_COMPANIES) return false;
00750         }
00751       }
00752       if (port != NULL) rport = atoi(port);
00753 
00754       LoadIntroGame();
00755       _switch_mode = SM_NONE;
00756       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00757     }
00758   }
00759 #endif /* ENABLE_NETWORK */
00760 
00761   _video_driver->MainLoop();
00762 
00763   WaitTillSaved();
00764 
00765   /* only save config if we have to */
00766   if (save_config) {
00767     SaveToConfig();
00768     SaveHotkeysToConfig();
00769     SaveToHighScore();
00770   }
00771 
00772   /* Reset windowing system, stop drivers, free used memory, ... */
00773   ShutdownGame();
00774 
00775   free(const_cast<char *>(BaseGraphics::ini_set));
00776   free(const_cast<char *>(BaseSounds::ini_set));
00777   free(const_cast<char *>(BaseMusic::ini_set));
00778   free(_ini_musicdriver);
00779   free(_ini_sounddriver);
00780   free(_ini_videodriver);
00781   free(_ini_blitter);
00782 
00783   return 0;
00784 }
00785 
00786 void HandleExitGameRequest()
00787 {
00788   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00789     _exit_game = true;
00790   } else if (_settings_client.gui.autosave_on_exit) {
00791     DoExitSave();
00792     _exit_game = true;
00793   } else {
00794     AskExitGame();
00795   }
00796 }
00797 
00798 static void MakeNewGameDone()
00799 {
00800   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00801 
00802   /* In a dedicated server, the server does not play */
00803   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00804     SetLocalCompany(COMPANY_SPECTATOR);
00805     IConsoleCmdExec("exec scripts/game_start.scr 0");
00806     return;
00807   }
00808 
00809   /* Create a single company */
00810   DoStartupNewCompany(false);
00811 
00812   Company *c = Company::Get(COMPANY_FIRST);
00813   c->settings = _settings_client.company;
00814 
00815   IConsoleCmdExec("exec scripts/game_start.scr 0");
00816 
00817   SetLocalCompany(COMPANY_FIRST);
00818 
00819   InitializeRailGUI();
00820 
00821 #ifdef ENABLE_NETWORK
00822   /* We are the server, we start a new company (not dedicated),
00823    * so set the default password *if* needed. */
00824   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00825     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00826   }
00827 #endif /* ENABLE_NETWORK */
00828 
00829   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00830 
00831   MarkWholeScreenDirty();
00832 }
00833 
00834 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00835 {
00836   _game_mode = GM_NORMAL;
00837 
00838   ResetGRFConfig(true);
00839   InitializeDynamicVariables();
00840 
00841   GenerateWorldSetCallback(&MakeNewGameDone);
00842   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00843 }
00844 
00845 static void MakeNewEditorWorldDone()
00846 {
00847   SetLocalCompany(OWNER_NONE);
00848 }
00849 
00850 static void MakeNewEditorWorld()
00851 {
00852   _game_mode = GM_EDITOR;
00853 
00854   ResetGRFConfig(true);
00855 
00856   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00857   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00858 }
00859 
00870 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00871 {
00872   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00873   GameMode ogm = _game_mode;
00874 
00875   _game_mode = newgm;
00876 
00877   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00878     case SL_OK: return true;
00879 
00880     case SL_REINIT:
00881 #ifdef ENABLE_NETWORK
00882       if (_network_dedicated) {
00883         /*
00884          * We need to reinit a network map...
00885          * We can't simply load the intro game here as that game has many
00886          * special cases which make clients desync immediately. So we fall
00887          * back to just generating a new game with the current settings.
00888          */
00889         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00890         MakeNewGame(false, true);
00891         return false;
00892       }
00893       if (_network_server) {
00894         /* We can't load the intro game as server, so disconnect first. */
00895         NetworkDisconnect();
00896       }
00897 #endif /* ENABLE_NETWORK */
00898 
00899       switch (ogm) {
00900         default:
00901         case GM_MENU:   LoadIntroGame();      break;
00902         case GM_EDITOR: MakeNewEditorWorld(); break;
00903       }
00904       return false;
00905 
00906     default:
00907       _game_mode = ogm;
00908       return false;
00909   }
00910 }
00911 
00912 void SwitchToMode(SwitchMode new_mode)
00913 {
00914 #ifdef ENABLE_NETWORK
00915   /* If we are saving something, the network stays in his current state */
00916   if (new_mode != SM_SAVE) {
00917     /* If the network is active, make it not-active */
00918     if (_networking) {
00919       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00920         NetworkReboot();
00921       } else {
00922         NetworkDisconnect();
00923       }
00924     }
00925 
00926     /* If we are a server, we restart the server */
00927     if (_is_network_server) {
00928       /* But not if we are going to the menu */
00929       if (new_mode != SM_MENU) {
00930         /* check if we should reload the config */
00931         if (_settings_client.network.reload_cfg) {
00932           LoadFromConfig();
00933           MakeNewgameSettingsLive();
00934           ResetGRFConfig(false);
00935         }
00936         NetworkServerStart();
00937       } else {
00938         /* This client no longer wants to be a network-server */
00939         _is_network_server = false;
00940       }
00941     }
00942   }
00943 #endif /* ENABLE_NETWORK */
00944   /* Make sure all AI controllers are gone at quiting game */
00945   if (new_mode != SM_SAVE) AI::KillAll();
00946 
00947   switch (new_mode) {
00948     case SM_EDITOR: // Switch to scenario editor
00949       MakeNewEditorWorld();
00950       break;
00951 
00952     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00953     case SM_NEWGAME: // New Game --> 'Random game'
00954 #ifdef ENABLE_NETWORK
00955       if (_network_server) {
00956         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00957       }
00958 #endif /* ENABLE_NETWORK */
00959       MakeNewGame(false, new_mode == SM_NEWGAME);
00960       break;
00961 
00962     case SM_LOAD: { // Load game, Play Scenario
00963       ResetGRFConfig(true);
00964       ResetWindowSystem();
00965 
00966       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
00967         SetDParamStr(0, GetSaveLoadErrorString());
00968         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00969       } else {
00970         if (_saveload_mode == SLD_LOAD_SCENARIO) {
00971           StartupEngines();
00972         }
00973         /* Update the local company for a loaded game. It is either always
00974          * company #1 (eg 0) or in the case of a dedicated server a spectator */
00975         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
00976         /* Execute the game-start script */
00977         IConsoleCmdExec("exec scripts/game_start.scr 0");
00978         /* Decrease pause counter (was increased from opening load dialog) */
00979         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00980 #ifdef ENABLE_NETWORK
00981         if (_network_server) {
00982           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
00983         }
00984 #endif /* ENABLE_NETWORK */
00985       }
00986       break;
00987     }
00988 
00989     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
00990 #ifdef ENABLE_NETWORK
00991       if (_network_server) {
00992         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
00993       }
00994 #endif /* ENABLE_NETWORK */
00995       MakeNewGame(true, true);
00996       break;
00997 
00998     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
00999       SetLocalCompany(OWNER_NONE);
01000 
01001       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01002       MarkWholeScreenDirty();
01003       break;
01004 
01005     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01006       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01007         SetLocalCompany(OWNER_NONE);
01008         _settings_newgame.game_creation.starting_year = _cur_year;
01009         /* Cancel the saveload pausing */
01010         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01011       } else {
01012         SetDParamStr(0, GetSaveLoadErrorString());
01013         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01014       }
01015       break;
01016     }
01017 
01018     case SM_MENU: // Switch to game intro menu
01019       LoadIntroGame();
01020       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01021         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01022         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01023       }
01024       break;
01025 
01026     case SM_SAVE: // Save game
01027       /* Make network saved games on pause compatible to singleplayer */
01028       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01029         SetDParamStr(0, GetSaveLoadErrorString());
01030         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01031       } else {
01032         DeleteWindowById(WC_SAVELOAD, 0);
01033       }
01034       break;
01035 
01036     case SM_GENRANDLAND: // Generate random land within scenario editor
01037       SetLocalCompany(OWNER_NONE);
01038       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01039       /* XXX: set date */
01040       MarkWholeScreenDirty();
01041       break;
01042 
01043     default: NOT_REACHED();
01044   }
01045 
01046   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01047     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
01048     _switch_mode_errorstr = INVALID_STRING_ID;
01049   }
01050 }
01051 
01052 
01059 static void CheckCaches()
01060 {
01061   /* Return here so it is easy to add checks that are run
01062    * always to aid testing of caches. */
01063   if (_debug_desync_level <= 1) return;
01064 
01065   /* Strict checking of the road stop cache entries */
01066   const RoadStop *rs;
01067   FOR_ALL_ROADSTOPS(rs) {
01068     if (IsStandardRoadStopTile(rs->xy)) continue;
01069 
01070     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01071     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01072     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01073   }
01074 
01075   Vehicle *v;
01076   FOR_ALL_VEHICLES(v) {
01077     extern void FillNewGRFVehicleCache(const Vehicle *v);
01078     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01079 
01080     uint length = 0;
01081     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01082 
01083     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01084     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01085     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01086     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01087 
01088     length = 0;
01089     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01090       FillNewGRFVehicleCache(u);
01091       grf_cache[length] = u->grf_cache;
01092       veh_cache[length] = u->vcache;
01093       switch (u->type) {
01094         case VEH_TRAIN:
01095           gro_cache[length] = Train::From(u)->gcache;
01096           tra_cache[length] = Train::From(u)->tcache;
01097           break;
01098         case VEH_ROAD:
01099           gro_cache[length] = RoadVehicle::From(u)->gcache;
01100           break;
01101         default:
01102           break;
01103       }
01104       length++;
01105     }
01106 
01107     switch (v->type) {
01108       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01109       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01110       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01111       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01112       default: break;
01113     }
01114 
01115     length = 0;
01116     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01117       FillNewGRFVehicleCache(u);
01118       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01119         DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
01120       }
01121       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01122         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);
01123       }
01124       switch (u->type) {
01125         case VEH_TRAIN:
01126           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01127             DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01128           }
01129           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01130             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01131           }
01132           break;
01133         case VEH_ROAD:
01134           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01135             DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01136           }
01137           break;
01138         default:
01139           break;
01140       }
01141       length++;
01142     }
01143 
01144     free(grf_cache);
01145     free(veh_cache);
01146     free(gro_cache);
01147     free(tra_cache);
01148   }
01149 
01150   /* Check whether the caches are still valid */
01151   FOR_ALL_VEHICLES(v) {
01152     byte buff[sizeof(VehicleCargoList)];
01153     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01154     v->cargo.InvalidateCache();
01155     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01156   }
01157 
01158   Station *st;
01159   FOR_ALL_STATIONS(st) {
01160     for (CargoID c = 0; c < NUM_CARGO; c++) {
01161       byte buff[sizeof(StationCargoList)];
01162       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01163       st->goods[c].cargo.InvalidateCache();
01164       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01165     }
01166   }
01167 }
01168 
01174 void StateGameLoop()
01175 {
01176   /* dont execute the state loop during pause */
01177   if (_pause_mode != PM_UNPAUSED) {
01178     UpdateLandscapingLimits();
01179     CallWindowTickEvent();
01180     return;
01181   }
01182   if (IsGeneratingWorld()) return;
01183 
01184   ClearStorageChanges(false);
01185 
01186   if (_game_mode == GM_EDITOR) {
01187     RunTileLoop();
01188     CallVehicleTicks();
01189     CallLandscapeTick();
01190     ClearStorageChanges(true);
01191     UpdateLandscapingLimits();
01192 
01193     CallWindowTickEvent();
01194     NewsLoop();
01195   } else {
01196     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01197       /* Save the desync savegame if needed. */
01198       char name[MAX_PATH];
01199       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01200       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01201     }
01202 
01203     CheckCaches();
01204 
01205     /* All these actions has to be done from OWNER_NONE
01206      *  for multiplayer compatibility */
01207     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01208 
01209     AnimateAnimatedTiles();
01210     IncreaseDate();
01211     RunTileLoop();
01212     CallVehicleTicks();
01213     CallLandscapeTick();
01214     ClearStorageChanges(true);
01215 
01216     AI::GameLoop();
01217     UpdateLandscapingLimits();
01218 
01219     CallWindowTickEvent();
01220     NewsLoop();
01221     cur_company.Restore();
01222   }
01223 
01224   assert(IsLocalCompany());
01225 }
01226 
01231 static void DoAutosave()
01232 {
01233   char buf[MAX_PATH];
01234 
01235 #if defined(PSP)
01236   /* Autosaving in networking is too time expensive for the PSP */
01237   if (_networking) return;
01238 #endif /* PSP */
01239 
01240   if (_settings_client.gui.keep_all_autosave) {
01241     GenerateDefaultSaveName(buf, lastof(buf));
01242     strecat(buf, ".sav", lastof(buf));
01243   } else {
01244     static int _autosave_ctr = 0;
01245 
01246     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01247     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01248 
01249     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01250   }
01251 
01252   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01253   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01254     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01255   }
01256 }
01257 
01258 void GameLoop()
01259 {
01260   ProcessAsyncSaveFinish();
01261 
01262   /* autosave game? */
01263   if (_do_autosave) {
01264     _do_autosave = false;
01265     DoAutosave();
01266     SetWindowDirty(WC_STATUS_BAR, 0);
01267   }
01268 
01269   /* switch game mode? */
01270   if (_switch_mode != SM_NONE) {
01271     SwitchToMode(_switch_mode);
01272     _switch_mode = SM_NONE;
01273   }
01274 
01275   IncreaseSpriteLRU();
01276   InteractiveRandom();
01277 
01278   extern int _caret_timer;
01279   _caret_timer += 3;
01280   CursorTick();
01281 
01282 #ifdef ENABLE_NETWORK
01283   /* Check for UDP stuff */
01284   if (_network_available) NetworkUDPGameLoop();
01285 
01286   if (_networking && !IsGeneratingWorld()) {
01287     /* Multiplayer */
01288     NetworkGameLoop();
01289   } else {
01290     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01291       /* This means that we want to reconnect to the last host
01292        * We do this here, because it means that the network is really closed */
01293       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01294     }
01295     /* Singleplayer */
01296     StateGameLoop();
01297   }
01298 
01299   /* Check chat messages roughly once a second. */
01300   static uint check_message = 0;
01301   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01302     check_message = 0;
01303     NetworkChatMessageLoop();
01304   }
01305 #else
01306   StateGameLoop();
01307 #endif /* ENABLE_NETWORK */
01308 
01309   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01310 
01311   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01312 
01313   InputLoop();
01314 
01315   _sound_driver->MainLoop();
01316   MusicLoop();
01317 }

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