# openttd.cpp

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    00001 /* $Id: openttd.cpp 19430 2010-03-15 22:52:39Z 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 #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   CheckForMissingGlyphsInLoadedLanguagePack();
    00381
    00382   /* Play main theme */
    00383   if (_music_driver->IsSongPlaying()) ResetMusic();
    00384 }
    00385
    00386 void MakeNewgameSettingsLive()
    00387 {
    00388 #ifdef ENABLE_AI
    00389   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00390     if (_settings_game.ai_config[c] != NULL) {
    00391       delete _settings_game.ai_config[c];
    00392     }
    00393   }
    00394 #endif /* ENABLE_AI */
    00395
    00396   _settings_game = _settings_newgame;
    00397
    00398 #ifdef ENABLE_AI
    00399   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00400     _settings_game.ai_config[c] = NULL;
    00401     if (_settings_newgame.ai_config[c] != NULL) {
    00402       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00403     }
    00404   }
    00405 #endif /* ENABLE_AI */
    00406 }
    00407
    00408 byte _savegame_sort_order;
    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 #endif /* ENABLE_NETWORK */
    00438
    00439   _game_mode = GM_MENU;
    00440   _switch_mode = SM_MENU;
    00441   _switch_mode_errorstr = INVALID_STRING_ID;
    00442   _dedicated_forks = false;
    00443   _config_file = NULL;
    00444
    00445   /* The last param of the following function means this:
    00446    *   a letter means: it accepts that param (e.g.: -h)
    00447    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
    00448    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
    00449   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
    00450 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00451     "f"
    00452 #endif
    00453   ;
    00454
    00455   MyGetOptData mgo(argc - 1, argv + 1, optformat);
    00456
    00457   while ((i = MyGetOpt(&mgo)) != -1) {
    00458     switch (i) {
    00459     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00460     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00461     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00462     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00463     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00464     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00465     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00466 #if defined(ENABLE_NETWORK)
    00467     case 'D':
    00468       free(musicdriver);
    00469       free(sounddriver);
    00470       free(videodriver);
    00471       free(blitter);
    00472       musicdriver = strdup("null");
    00473       sounddriver = strdup("null");
    00474       videodriver = strdup("dedicated");
    00475       blitter = strdup("null");
    00476       dedicated = true;
    00477       SetDebugString("net=6");
    00478       if (mgo.opt != NULL) {
    00479         /* Use the existing method for parsing (openttd -n).
    00480          * However, we do ignore the #company part. */
    00481         const char *temp = NULL;
    00482         const char *port = NULL;
    00483         ParseConnectionString(&temp, &port, mgo.opt);
    00484         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00485         if (port != NULL) dedicated_port = atoi(port);
    00486       }
    00487       break;
    00488     case 'f': _dedicated_forks = true; break;
    00489     case 'n':
    00490       network = true;
    00491       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00492       break;
    00493     case 'l':
    00494       debuglog_conn = mgo.opt;
    00495       break;
    00496     case 'p':
    00497       join_server_password = mgo.opt;
    00498       break;
    00499     case 'P':
    00500       join_company_password = mgo.opt;
    00501       break;
    00502 #endif /* ENABLE_NETWORK */
    00503     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00504     case 't': startyear = atoi(mgo.opt); break;
    00505     case 'd': {
    00506 #if defined(WIN32)
    00507         CreateConsole();
    00508 #endif
    00509         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00510       } break;
    00511     case 'e': _switch_mode = SM_EDITOR; break;
    00512     case 'i':
    00513       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00514       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00515         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00516         if (_use_palette <= MAX_PAL) break;
    00517       }
    00518       usererror("Valid value for '-i' is 0, 1 or 2");
    00519     case 'g':
    00520       if (mgo.opt != NULL) {
    00521         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00522         _switch_mode = SM_LOAD;
    00523         _file_to_saveload.mode = SL_LOAD;
    00524
    00525         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00526         const char *t = strrchr(_file_to_saveload.name, '.');
    00527         if (t != NULL) {
    00528           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00529           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00530         }
    00531
    00532         break;
    00533       }
    00534
    00535       _switch_mode = SM_NEWGAME;
    00536       /* Give a random map if no seed has been given */
    00537       if (generation_seed == GENERATE_NEW_SEED) {
    00538         generation_seed = InteractiveRandom();
    00539       }
    00540       break;
    00541     case 'G': generation_seed = atoi(mgo.opt); break;
    00542     case 'c': _config_file = strdup(mgo.opt); break;
    00543     case 'x': save_config = false; break;
    00544     case -2:
    00545     case 'h':
    00546       /* The next two functions are needed to list the graphics sets.
    00547        * We can't do them earlier because then we can't show it on
    00548        * the debug console as that hasn't been configured yet. */
    00549       DeterminePaths(argv[0]);
    00550       BaseGraphics::FindSets();
    00551       BaseSounds::FindSets();
    00552       BaseMusic::FindSets();
    00553       ShowHelp();
    00554       return 0;
    00555     }
    00556   }
    00557
    00558 #if defined(WINCE) && defined(_DEBUG)
    00559   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00560   SetDebugString("4");
    00561 #endif
    00562
    00563   DeterminePaths(argv[0]);
    00564   BaseGraphics::FindSets();
    00565   BaseSounds::FindSets();
    00566   BaseMusic::FindSets();
    00567
    00568 #if defined(UNIX) && !defined(__MORPHOS__)
    00569   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00570   if (_dedicated_forks)
    00571     DedicatedFork();
    00572 #endif
    00573
    00574   AI::Initialize();
    00575   LoadFromConfig();
    00576   AI::Uninitialize(true);
    00577   CheckConfig();
    00578   LoadFromHighScore();
    00579
    00580   if (resolution.width != 0) { _cur_resolution = resolution; }
    00581   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00582   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00583
    00584   /*
    00585    * The width and height must be at least 1 pixel and width times
    00586    * height must still fit within a 32 bits integer, this way all
    00587    * internal drawing routines work correctly.
    00588    */
    00589   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
    00590   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
    00591
    00592 #if defined(ENABLE_NETWORK)
    00593   if (dedicated_host) {
    00594     _network_bind_list.Clear();
    00595     *_network_bind_list.Append() = strdup(dedicated_host);
    00596   }
    00597   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00598   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00599 #endif /* ENABLE_NETWORK */
    00600
    00601   /* enumerate language files */
    00602   InitializeLanguagePacks();
    00603
    00604   /* initialize screenshot formats */
    00605   InitializeScreenshotFormats();
    00606
    00607   /* initialize airport state machines */
    00608   InitializeAirports();
    00609
    00610   /* initialize all variables that are allocated dynamically */
    00611   InitializeDynamicVariables();
    00612
    00613   /* Initialize FreeType */
    00614   InitFreeType();
    00615
    00616   /* This must be done early, since functions use the SetWindowDirty* calls */
    00617   InitWindowSystem();
    00618
    00619   /* Look for the sounds before the graphics. Otherwise none would be set and
    00620    * the first initialisation of the video happens on the wrong data. Now it
    00621    * can do the first initialisation right. */
    00622   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00623   if (!BaseSounds::SetSet(sounds_set)) {
    00624     StrEmpty(sounds_set) ?
    00625       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00626       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00627   }
    00628   free(sounds_set);
    00629
    00630   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00631   if (!BaseGraphics::SetSet(graphics_set)) {
    00632     StrEmpty(graphics_set) ?
    00633       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
    00634       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00635   }
    00636   free(graphics_set);
    00637
    00638   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00639   if (!BaseMusic::SetSet(music_set)) {
    00640     StrEmpty(music_set) ?
    00641       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00642       usererror("Failed to select requested music set '%s'", music_set);
    00643   }
    00644   free(music_set);
    00645
    00646   /* Initialize game palette */
    00647   GfxInitPalettes();
    00648
    00649   DEBUG(misc, 1, "Loading blitter...");
    00650   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00651   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
    00652     StrEmpty(blitter) ?
    00653       usererror("Failed to autoprobe blitter") :
    00654       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00655   free(blitter);
    00656
    00657   DEBUG(driver, 1, "Loading drivers...");
    00658
    00659   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00660   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00661   if (_sound_driver == NULL) {
    00662     StrEmpty(sounddriver) ?
    00663       usererror("Failed to autoprobe sound driver") :
    00664       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00665   }
    00666   free(sounddriver);
    00667
    00668   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00669   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00670   if (_video_driver == NULL) {
    00671     StrEmpty(videodriver) ?
    00672       usererror("Failed to autoprobe video driver") :
    00673       usererror("Failed to select requested video driver '%s'", videodriver);
    00674   }
    00675   free(videodriver);
    00676
    00677   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00678   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00679   if (_music_driver == NULL) {
    00680     StrEmpty(musicdriver) ?
    00681       usererror("Failed to autoprobe music driver") :
    00682       usererror("Failed to select requested music driver '%s'", musicdriver);
    00683   }
    00684   free(musicdriver);
    00685
    00686   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
    00687   /* Initialize the zoom level of the screen to normal */
    00688   _screen.zoom = ZOOM_LVL_NORMAL;
    00689
    00690   /* restore saved music volume */
    00691   _music_driver->SetVolume(msf.music_vol);
    00692
    00693   NetworkStartUp(); // initialize network-core
    00694
    00695 #if defined(ENABLE_NETWORK)
    00696   if (debuglog_conn != NULL && _network_available) {
    00697     const char *not_used = NULL;
    00698     const char *port = NULL;
    00699     uint16 rport;
    00700
    00701     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00702
    00703     ParseConnectionString(&not_used, &port, debuglog_conn);
    00704     if (port != NULL) rport = atoi(port);
    00705
    00706     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00707   }
    00708 #endif /* ENABLE_NETWORK */
    00709
    00710   ScanNewGRFFiles();
    00711
    00712   ResetGRFConfig(false);
    00713
    00714   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00715   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00716
    00717   /* initialize the ingame console */
    00718   IConsoleInit();
    00719   _cursor.in_window = true;
    00720   InitializeGUI();
    00721   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00722
    00723   /* Take our initial lock on whatever we might want to do! */
    00724   _genworld_paint_mutex->BeginCritical();
    00725   _genworld_mapgen_mutex->BeginCritical();
    00726
    00727   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00728   WaitTillGeneratedWorld();
    00729
    00730   CheckForMissingGlyphsInLoadedLanguagePack();
    00731
    00732 #ifdef ENABLE_NETWORK
    00733   if (network && _network_available) {
    00734     if (network_conn != NULL) {
    00735       const char *port = NULL;
    00736       const char *company = NULL;
    00737       uint16 rport = NETWORK_DEFAULT_PORT;
    00738       CompanyID join_as = COMPANY_NEW_COMPANY;
    00739
    00740       ParseConnectionString(&company, &port, network_conn);
    00741
    00742       if (company != NULL) {
    00743         join_as = (CompanyID)atoi(company);
    00744
    00745         if (join_as != COMPANY_SPECTATOR) {
    00746           join_as--;
    00747           if (join_as >= MAX_COMPANIES) return false;
    00748         }
    00749       }
    00750       if (port != NULL) rport = atoi(port);
    00751
    00752       LoadIntroGame();
    00753       _switch_mode = SM_NONE;
    00754       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00755     }
    00756   }
    00757 #endif /* ENABLE_NETWORK */
    00758
    00759   _video_driver->MainLoop();
    00760
    00761   WaitTillSaved();
    00762
    00763   /* only save config if we have to */
    00764   if (save_config) {
    00765     SaveToConfig();
    00766     SaveToHighScore();
    00767   }
    00768
    00769   /* Reset windowing system, stop drivers, free used memory, ... */
    00770   ShutdownGame();
    00771
    00772   free(const_cast<char *>(BaseGraphics::ini_set));
    00773   free(const_cast<char *>(BaseSounds::ini_set));
    00774   free(const_cast<char *>(BaseMusic::ini_set));
    00775   free(_ini_musicdriver);
    00776   free(_ini_sounddriver);
    00777   free(_ini_videodriver);
    00778   free(_ini_blitter);
    00779
    00780   return 0;
    00781 }
    00782
    00783 void HandleExitGameRequest()
    00784 {
    00785   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00786     _exit_game = true;
    00787   } else if (_settings_client.gui.autosave_on_exit) {
    00788     DoExitSave();
    00789     _exit_game = true;
    00790   } else {
    00791     AskExitGame();
    00792   }
    00793 }
    00794
    00795 static void MakeNewGameDone()
    00796 {
    00797   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00798
    00799   /* In a dedicated server, the server does not play */
    00800   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00801     SetLocalCompany(COMPANY_SPECTATOR);
    00802     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00803     return;
    00804   }
    00805
    00806   /* Create a single company */
    00807   DoStartupNewCompany(false);
    00808
    00809   Company *c = Company::Get(COMPANY_FIRST);
    00810   c->settings = _settings_client.company;
    00811
    00812   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00813
    00814   SetLocalCompany(COMPANY_FIRST);
    00815   _current_company = _local_company;
    00816
    00817   InitializeRailGUI();
    00818
    00819 #ifdef ENABLE_NETWORK
    00820   /* We are the server, we start a new company (not dedicated),
    00821    * so set the default password *if* needed. */
    00822   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00823     NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
    00824   }
    00825 #endif /* ENABLE_NETWORK */
    00826
    00827   MarkWholeScreenDirty();
    00828 }
    00829
    00830 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00831 {
    00832   _game_mode = GM_NORMAL;
    00833
    00834   ResetGRFConfig(true);
    00835   InitializeDynamicVariables();
    00836
    00837   GenerateWorldSetCallback(&MakeNewGameDone);
    00838   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00839 }
    00840
    00841 static void MakeNewEditorWorldDone()
    00842 {
    00843   SetLocalCompany(OWNER_NONE);
    00844 }
    00845
    00846 static void MakeNewEditorWorld()
    00847 {
    00848   _game_mode = GM_EDITOR;
    00849
    00850   ResetGRFConfig(true);
    00851
    00852   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00853   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00854 }
    00855
    00856 void StartupCompanies();
    00857 void StartupDisasters();
    00858 extern void StartupEconomy();
    00859
    00865 static void StartScenario()
    00866 {
    00867   _game_mode = GM_NORMAL;
    00868
    00869   /* invalid type */
    00870   if (_file_to_saveload.mode == SL_INVALID) {
    00871     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
    00872     SetDParamStr(0, GetSaveLoadErrorString());
    00873     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    00874     _game_mode = GM_MENU;
    00875     return;
    00876   }
    00877
    00878   /* Reinitialize windows */
    00879   ResetWindowSystem();
    00880
    00881   SetupColoursAndInitialWindow();
    00882
    00883   ResetGRFConfig(true);
    00884
    00885   /* Load game */
    00886   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
    00887     LoadIntroGame();
    00888     SetDParamStr(0, GetSaveLoadErrorString());
    00889     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    00890   }
    00891
    00892   _settings_game.difficulty = _settings_newgame.difficulty;
    00893
    00894   /* Inititalize data */
    00895   StartupEconomy();
    00896   StartupCompanies();
    00897   StartupEngines();
    00898   StartupDisasters();
    00899
    00900   SetLocalCompany(COMPANY_FIRST);
    00901   _current_company = _local_company;
    00902   Company *c = Company::Get(COMPANY_FIRST);
    00903   c->settings = _settings_client.company;
    00904
    00905   MarkWholeScreenDirty();
    00906 }
    00907
    00916 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
    00917 {
    00918   GameMode ogm = _game_mode;
    00919
    00920   _game_mode = newgm;
    00921   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
    00922   switch (SaveOrLoad(filename, mode, subdir)) {
    00923     case SL_OK: return true;
    00924
    00925     case SL_REINIT:
    00926       switch (ogm) {
    00927         default:
    00928         case GM_MENU:   LoadIntroGame();      break;
    00929         case GM_EDITOR: MakeNewEditorWorld(); break;
    00930       }
    00931       return false;
    00932
    00933     default:
    00934       _game_mode = ogm;
    00935       return false;
    00936   }
    00937 }
    00938
    00939 void SwitchToMode(SwitchMode new_mode)
    00940 {
    00941 #ifdef ENABLE_NETWORK
    00942   /* If we are saving something, the network stays in his current state */
    00943   if (new_mode != SM_SAVE) {
    00944     /* If the network is active, make it not-active */
    00945     if (_networking) {
    00946       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00947         NetworkReboot();
    00948       } else {
    00949         NetworkDisconnect();
    00950       }
    00951     }
    00952
    00953     /* If we are a server, we restart the server */
    00954     if (_is_network_server) {
    00955       /* But not if we are going to the menu */
    00956       if (new_mode != SM_MENU) {
    00957         /* check if we should reload the config */
    00958         if (_settings_client.network.reload_cfg) {
    00959           LoadFromConfig();
    00960           MakeNewgameSettingsLive();
    00961           ResetGRFConfig(false);
    00962         }
    00963         NetworkServerStart();
    00964       } else {
    00965         /* This client no longer wants to be a network-server */
    00966         _is_network_server = false;
    00967       }
    00968     }
    00969   }
    00970 #endif /* ENABLE_NETWORK */
    00971   /* Make sure all AI controllers are gone at quiting game */
    00972   if (new_mode != SM_SAVE) AI::KillAll();
    00973
    00974   switch (new_mode) {
    00975     case SM_EDITOR: // Switch to scenario editor
    00976       MakeNewEditorWorld();
    00977       break;
    00978
    00979     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00980     case SM_NEWGAME: // New Game --> 'Random game'
    00981 #ifdef ENABLE_NETWORK
    00982       if (_network_server) {
    00983         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00984       }
    00985 #endif /* ENABLE_NETWORK */
    00986       MakeNewGame(false, new_mode == SM_NEWGAME);
    00987       break;
    00988
    00989     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
    00990 #ifdef ENABLE_NETWORK
    00991       if (_network_server) {
    00992         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
    00993       }
    00994 #endif /* ENABLE_NETWORK */
    00995       StartScenario();
    00996       break;
    00997
    00998     case SM_LOAD: { // Load game, Play Scenario
    00999       ResetGRFConfig(true);
    01000       ResetWindowSystem();
    01001
    01002       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01003         LoadIntroGame();
    01004         SetDParamStr(0, GetSaveLoadErrorString());
    01005         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01006       } else {
    01007         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01008           StartupEngines();
    01009         }
    01010         /* Update the local company for a loaded game. It is either always
    01011          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01012         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01013         /* Execute the game-start script */
    01014         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01015         /* Decrease pause counter (was increased from opening load dialog) */
    01016         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01017 #ifdef ENABLE_NETWORK
    01018         if (_network_server) {
    01019           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01020         }
    01021 #endif /* ENABLE_NETWORK */
    01022       }
    01023       break;
    01024     }
    01025
    01026     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01027 #ifdef ENABLE_NETWORK
    01028       if (_network_server) {
    01029         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01030       }
    01031 #endif /* ENABLE_NETWORK */
    01032       MakeNewGame(true, true);
    01033       break;
    01034
    01035     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01036       SetLocalCompany(OWNER_NONE);
    01037
    01038       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01039       MarkWholeScreenDirty();
    01040       break;
    01041
    01042     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01043       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01044         SetLocalCompany(OWNER_NONE);
    01045         _settings_newgame.game_creation.starting_year = _cur_year;
    01046         /* Cancel the saveload pausing */
    01047         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01048       } else {
    01049         SetDParamStr(0, GetSaveLoadErrorString());
    01050         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01051       }
    01052       break;
    01053     }
    01054
    01055     case SM_MENU: // Switch to game intro menu
    01056       LoadIntroGame();
    01057       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01058         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, 0, 0, true);
    01059         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01060       }
    01061       break;
    01062
    01063     case SM_SAVE: // Save game
    01064       /* Make network saved games on pause compatible to singleplayer */
    01065       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01066         SetDParamStr(0, GetSaveLoadErrorString());
    01067         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01068       } else {
    01069         DeleteWindowById(WC_SAVELOAD, 0);
    01070       }
    01071       break;
    01072
    01073     case SM_GENRANDLAND: // Generate random land within scenario editor
    01074       SetLocalCompany(OWNER_NONE);
    01075       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01076       /* XXX: set date */
    01077       MarkWholeScreenDirty();
    01078       break;
    01079
    01080     default: NOT_REACHED();
    01081   }
    01082
    01083   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01084     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
    01085   }
    01086 }
    01087
    01088
    01095 static void CheckCaches()
    01096 {
    01097   /* Return here so it is easy to add checks that are run
    01098    * always to aid testing of caches. */
    01099   if (_debug_desync_level <= 1) return;
    01100
    01101   /* Strict checking of the road stop cache entries */
    01102   const RoadStop *rs;
    01103   FOR_ALL_ROADSTOPS(rs) {
    01104     if (IsStandardRoadStopTile(rs->xy)) continue;
    01105
    01106     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01107     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01108     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01109   }
    01110
    01111   Vehicle *v;
    01112   FOR_ALL_VEHICLES(v) {
    01113     if (v != v->First()) continue;
    01114
    01115     switch (v->type) {
    01116       case VEH_ROAD: {
    01117         RoadVehicle *rv = RoadVehicle::From(v);
    01118         RoadVehicleCache cache = rv->rcache;
    01119         RoadVehUpdateCache(rv);
    01120
    01121         if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
    01122           DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01123         }
    01124       } break;
    01125
    01126       case VEH_TRAIN: {
    01127         uint length = 0;
    01128         Train *t = Train::From(v);
    01129         for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
    01130
    01131         TrainCache *wagons = MallocT<TrainCache>(length);
    01132         length = 0;
    01133         for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
    01134
    01135         t->ConsistChanged(true);
    01136
    01137         length = 0;
    01138         for (Train *u = t; u != NULL; u = u->Next()) {
    01139           if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
    01140             DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
    01141           }
    01142           length++;
    01143         }
    01144
    01145         free(wagons);
    01146       } break;
    01147
    01148       case VEH_AIRCRAFT: {
    01149         Aircraft *a = Aircraft::From(v);
    01150         AircraftCache cache = a->acache;
    01151         UpdateAircraftCache(a);
    01152
    01153         if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
    01154           DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01155         }
    01156       } break;
    01157
    01158       default:
    01159         break;
    01160     }
    01161   }
    01162
    01163   /* Check whether the caches are still valid */
    01164   FOR_ALL_VEHICLES(v) {
    01165     byte buff[sizeof(VehicleCargoList)];
    01166     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01167     v->cargo.InvalidateCache();
    01168     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01169   }
    01170
    01171   Station *st;
    01172   FOR_ALL_STATIONS(st) {
    01173     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01174       byte buff[sizeof(StationCargoList)];
    01175       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01176       st->goods[c].cargo.InvalidateCache();
    01177       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01178     }
    01179   }
    01180 }
    01181
    01187 void StateGameLoop()
    01188 {
    01189   /* dont execute the state loop during pause */
    01190   if (_pause_mode != PM_UNPAUSED) {
    01191     CallWindowTickEvent();
    01192     return;
    01193   }
    01194   if (IsGeneratingWorld()) return;
    01195
    01196   ClearStorageChanges(false);
    01197
    01198   if (_game_mode == GM_EDITOR) {
    01199     RunTileLoop();
    01200     CallVehicleTicks();
    01201     CallLandscapeTick();
    01202     ClearStorageChanges(true);
    01203
    01204     CallWindowTickEvent();
    01205     NewsLoop();
    01206   } else {
    01207     CheckCaches();
    01208
    01209     /* All these actions has to be done from OWNER_NONE
    01210      *  for multiplayer compatibility */
    01211     CompanyID old_company = _current_company;
    01212     _current_company = OWNER_NONE;
    01213
    01214     AnimateAnimatedTiles();
    01215     IncreaseDate();
    01216     RunTileLoop();
    01217     CallVehicleTicks();
    01218     CallLandscapeTick();
    01219     ClearStorageChanges(true);
    01220
    01221     AI::GameLoop();
    01222
    01223     CallWindowTickEvent();
    01224     NewsLoop();
    01225     _current_company = old_company;
    01226   }
    01227 }
    01228
    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, 0, 0);
    01255   }
    01256 }
    01257
    01258 void GameLoop()
    01259 {
    01260   ProcessAsyncSaveFinish();
    01261
    01262   /* autosave game? */
    01263   if (_do_autosave) {
    01264     _do_autosave = false;
    01265     DoAutosave();
    01266     RedrawAutosave();
    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   _palette_animation_counter += 8;
    01281   CursorTick();
    01282
    01283 #ifdef ENABLE_NETWORK
    01284   /* Check for UDP stuff */
    01285   if (_network_available) NetworkUDPGameLoop();
    01286
    01287   if (_networking && !IsGeneratingWorld()) {
    01288     /* Multiplayer */
    01289     NetworkGameLoop();
    01290   } else {
    01291     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01292       /* This means that we want to reconnect to the last host
    01293        * We do this here, because it means that the network is really closed */
    01294       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01295     }
    01296     /* Singleplayer */
    01297     StateGameLoop();
    01298   }
    01299 #else
    01300   StateGameLoop();
    01301 #endif /* ENABLE_NETWORK */
    01302
    01303   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01304
    01305   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
    01306
    01307   InputLoop();
    01308
    01309   _sound_driver->MainLoop();
    01310   MusicLoop();
    01311 }