# openttd.cpp

Go to the documentation of this file.

    00001 /* $Id: openttd.cpp 18853 2010-01-17 22:59:24Z smatz $ */
    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     "  -a ai               = Force use of specific AI (see below)\n"
    00165     "  -r res              = Set resolution (for instance 800x600)\n"
    00166     "  -h                  = Display this help text\n"
    00167     "  -t year             = Set starting year\n"
    00168     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00169     "  -e                  = Start Editor\n"
    00170     "  -g [savegame]       = Start new/save game immediately\n"
    00171     "  -G seed             = Set random seed\n"
    00172 #if defined(ENABLE_NETWORK)
    00173     "  -n [ip:port#company]= Start networkgame\n"
    00174     "  -p password         = Password to join server\n"
    00175     "  -P password         = Password to join company\n"
    00176     "  -D [ip][:port]      = Start dedicated server\n"
    00177     "  -l ip[:port]        = Redirect DEBUG()\n"
    00178 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00179     "  -f                  = Fork into the background (dedicated only)\n"
    00180 #endif
    00181 #endif /* ENABLE_NETWORK */
    00182     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
    00183     "                          (defines default setting when adding newgrfs)\n"
    00184     "                        Default value (2) lets OpenTTD use the palette\n"
    00185     "                          specified in graphics set file (see below)\n"
    00186     "  -I graphics_set     = Force the graphics set (see below)\n"
    00187     "  -S sounds_set       = Force the sounds set (see below)\n"
    00188     "  -M music_set        = Force the music set (see below)\n"
    00189     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00190     "  -x                  = Do not automatically save to config file on exit\n"
    00191     "\n",
    00192     lastof(buf)
    00193   );
    00194
    00195   /* List the graphics packs */
    00196   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00197
    00198   /* List the sounds packs */
    00199   p = BaseSounds::GetSetsList(p, lastof(buf));
    00200
    00201   /* List the music packs */
    00202   p = BaseMusic::GetSetsList(p, lastof(buf));
    00203
    00204   /* List the drivers */
    00205   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00206
    00207   /* List the blitters */
    00208   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00209
    00210   /* We need to initialize the AI, so it finds the AIs */
    00211   AI::Initialize();
    00212   p = AI::GetConsoleList(p, lastof(buf));
    00213   AI::Uninitialize(true);
    00214
    00215   /* ShowInfo put output to stderr, but version information should go
    00216    * to stdout; this is the only exception */
    00217 #if !defined(WIN32) && !defined(WIN64)
    00218   printf("%s\n", buf);
    00219 #else
    00220   ShowInfo(buf);
    00221 #endif
    00222 }
    00223
    00224
    00225 struct MyGetOptData {
    00226   char *opt;
    00227   int numleft;
    00228   char **argv;
    00229   const char *options;
    00230   char *cont;
    00231
    00232   MyGetOptData(int argc, char **argv, const char *options)
    00233   {
    00234     opt = NULL;
    00235     numleft = argc;
    00236     this->argv = argv;
    00237     this->options = options;
    00238     cont = NULL;
    00239   }
    00240 };
    00241
    00242 static int MyGetOpt(MyGetOptData *md)
    00243 {
    00244   char *s = md->cont;
    00245   if (s != NULL)
    00246     goto md_continue_here;
    00247
    00248   for (;;) {
    00249     if (--md->numleft < 0) return -1;
    00250
    00251     s = *md->argv++;
    00252     if (*s == '-') {
    00253 md_continue_here:;
    00254       s++;
    00255       if (*s != 0) {
    00256         const char *r;
    00257         /* Found argument, try to locate it in options. */
    00258         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
    00259           /* ERROR! */
    00260           return -2;
    00261         }
    00262         if (r[1] == ':') {
    00263           char *t;
    00264           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
    00265           if (!*(t = s + 1)) {
    00266             /* It comes as a separate arg. Check if out of args? */
    00267             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
    00268               /* Check if item is optional? */
    00269               if (r[2] != ':')
    00270                 return -2;
    00271               md->numleft++;
    00272               t = NULL;
    00273             } else {
    00274               md->argv++;
    00275             }
    00276           }
    00277           md->opt = t;
    00278           md->cont = NULL;
    00279           return *s;
    00280         }
    00281         md->opt = NULL;
    00282         md->cont = s;
    00283         return *s;
    00284       }
    00285     } else {
    00286       /* This is currently not supported. */
    00287       return -2;
    00288     }
    00289   }
    00290 }
    00291
    00298 static void ParseResolution(Dimension *res, const char *s)
    00299 {
    00300   const char *t = strchr(s, 'x');
    00301   if (t == NULL) {
    00302     ShowInfoF("Invalid resolution '%s'", s);
    00303     return;
    00304   }
    00305
    00306   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00307   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00308 }
    00309
    00310 static void InitializeDynamicVariables()
    00311 {
    00312   /* Dynamic stuff needs to be initialized somewhere... */
    00313   _engine_mngr.ResetToDefaultMapping();
    00314   _house_mngr.ResetMapping();
    00315   _industry_mngr.ResetMapping();
    00316   _industile_mngr.ResetMapping();
    00317 }
    00318
    00319
    00323 static void ShutdownGame()
    00324 {
    00325   IConsoleFree();
    00326
    00327   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00328
    00329   DriverFactoryBase::ShutdownDrivers();
    00330
    00331   UnInitWindowSystem();
    00332
    00333   /* stop the AI */
    00334   AI::Uninitialize(false);
    00335
    00336   /* Uninitialize airport state machines */
    00337   UnInitializeAirports();
    00338
    00339   /* Uninitialize variables that are allocated dynamically */
    00340   GamelogReset();
    00341   _town_pool.CleanPool();
    00342   _industry_pool.CleanPool();
    00343   _station_pool.CleanPool();
    00344   _roadstop_pool.CleanPool();
    00345   _vehicle_pool.CleanPool();
    00346   _sign_pool.CleanPool();
    00347   _order_pool.CleanPool();
    00348   _group_pool.CleanPool();
    00349   _cargopacket_pool.CleanPool();
    00350   _engine_pool.CleanPool();
    00351   _company_pool.CleanPool();
    00352
    00353   free(_config_file);
    00354
    00355   /* Close all and any open filehandles */
    00356   FioCloseAll();
    00357 }
    00358
    00359 static void LoadIntroGame()
    00360 {
    00361   _game_mode = GM_MENU;
    00362
    00363   ResetGRFConfig(false);
    00364
    00365   /* Setup main window */
    00366   ResetWindowSystem();
    00367   SetupColoursAndInitialWindow();
    00368
    00369   /* Load the default opening screen savegame */
    00370   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00371     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00372     WaitTillGeneratedWorld();
    00373     SetLocalCompany(COMPANY_SPECTATOR);
    00374   } else {
    00375     SetLocalCompany(COMPANY_FIRST);
    00376   }
    00377
    00378   _pause_mode = PM_UNPAUSED;
    00379   _cursor.fix_at = false;
    00380
    00381   CheckForMissingGlyphsInLoadedLanguagePack();
    00382
    00383   /* Play main theme */
    00384   if (_music_driver->IsSongPlaying()) ResetMusic();
    00385 }
    00386
    00387 void MakeNewgameSettingsLive()
    00388 {
    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
    00395   _settings_game = _settings_newgame;
    00396
    00397   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00398     _settings_game.ai_config[c] = NULL;
    00399     if (_settings_newgame.ai_config[c] != NULL) {
    00400       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00401     }
    00402   }
    00403 }
    00404
    00405 byte _savegame_sort_order;
    00406 #if defined(UNIX) && !defined(__MORPHOS__)
    00407 extern void DedicatedFork();
    00408 #endif
    00409
    00410 int ttd_main(int argc, char *argv[])
    00411 {
    00412   int i;
    00413   const char *optformat;
    00414   char *musicdriver = NULL;
    00415   char *sounddriver = NULL;
    00416   char *videodriver = NULL;
    00417   char *blitter = NULL;
    00418   char *graphics_set = NULL;
    00419   char *sounds_set = NULL;
    00420   char *music_set = NULL;
    00421   Dimension resolution = {0, 0};
    00422   Year startyear = INVALID_YEAR;
    00423   uint generation_seed = GENERATE_NEW_SEED;
    00424   bool save_config = true;
    00425 #if defined(ENABLE_NETWORK)
    00426   bool dedicated = false;
    00427   bool network   = false;
    00428   char *network_conn = NULL;
    00429   char *debuglog_conn = NULL;
    00430   char *dedicated_host = NULL;
    00431   uint16 dedicated_port = 0;
    00432   char *join_server_password = NULL;
    00433   char *join_company_password = NULL;
    00434 #endif /* ENABLE_NETWORK */
    00435
    00436   _game_mode = GM_MENU;
    00437   _switch_mode = SM_MENU;
    00438   _switch_mode_errorstr = INVALID_STRING_ID;
    00439   _dedicated_forks = false;
    00440   _config_file = NULL;
    00441
    00442   /* The last param of the following function means this:
    00443    *   a letter means: it accepts that param (e.g.: -h)
    00444    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
    00445    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
    00446   optformat = "m:s:v:b:hD::n::ei::I:S:t:d::r:g::G:c:xl:p:P:"
    00447 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00448     "f"
    00449 #endif
    00450   ;
    00451
    00452   MyGetOptData mgo(argc - 1, argv + 1, optformat);
    00453
    00454   while ((i = MyGetOpt(&mgo)) != -1) {
    00455     switch (i) {
    00456     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00457     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00458     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00459     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00460     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00461     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00462     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00463 #if defined(ENABLE_NETWORK)
    00464     case 'D':
    00465       free(musicdriver);
    00466       free(sounddriver);
    00467       free(videodriver);
    00468       free(blitter);
    00469       musicdriver = strdup("null");
    00470       sounddriver = strdup("null");
    00471       videodriver = strdup("dedicated");
    00472       blitter = strdup("null");
    00473       dedicated = true;
    00474       SetDebugString("net=6");
    00475       if (mgo.opt != NULL) {
    00476         /* Use the existing method for parsing (openttd -n).
    00477          * However, we do ignore the #company part. */
    00478         const char *temp = NULL;
    00479         const char *port = NULL;
    00480         ParseConnectionString(&temp, &port, mgo.opt);
    00481         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00482         if (port != NULL) dedicated_port = atoi(port);
    00483       }
    00484       break;
    00485     case 'f': _dedicated_forks = true; break;
    00486     case 'n':
    00487       network = true;
    00488       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00489       break;
    00490     case 'l':
    00491       debuglog_conn = mgo.opt;
    00492       break;
    00493     case 'p':
    00494       join_server_password = mgo.opt;
    00495       break;
    00496     case 'P':
    00497       join_company_password = mgo.opt;
    00498       break;
    00499 #endif /* ENABLE_NETWORK */
    00500     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00501     case 't': startyear = atoi(mgo.opt); break;
    00502     case 'd': {
    00503 #if defined(WIN32)
    00504         CreateConsole();
    00505 #endif
    00506         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00507       } break;
    00508     case 'e': _switch_mode = SM_EDITOR; break;
    00509     case 'i':
    00510       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00511       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00512         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00513         if (_use_palette <= MAX_PAL) break;
    00514       }
    00515       usererror("Valid value for '-i' is 0, 1 or 2");
    00516     case 'g':
    00517       if (mgo.opt != NULL) {
    00518         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00519         _switch_mode = SM_LOAD;
    00520         _file_to_saveload.mode = SL_LOAD;
    00521
    00522         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00523         const char *t = strrchr(_file_to_saveload.name, '.');
    00524         if (t != NULL) {
    00525           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00526           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00527         }
    00528
    00529         break;
    00530       }
    00531
    00532       _switch_mode = SM_NEWGAME;
    00533       /* Give a random map if no seed has been given */
    00534       if (generation_seed == GENERATE_NEW_SEED) {
    00535         generation_seed = InteractiveRandom();
    00536       }
    00537       break;
    00538     case 'G': generation_seed = atoi(mgo.opt); break;
    00539     case 'c': _config_file = strdup(mgo.opt); break;
    00540     case 'x': save_config = false; break;
    00541     case -2:
    00542     case 'h':
    00543       /* The next two functions are needed to list the graphics sets.
    00544        * We can't do them earlier because then we can't show it on
    00545        * the debug console as that hasn't been configured yet. */
    00546       DeterminePaths(argv[0]);
    00547       BaseGraphics::FindSets();
    00548       BaseSounds::FindSets();
    00549       BaseMusic::FindSets();
    00550       ShowHelp();
    00551       return 0;
    00552     }
    00553   }
    00554
    00555 #if defined(WINCE) && defined(_DEBUG)
    00556   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00557   SetDebugString("4");
    00558 #endif
    00559
    00560   DeterminePaths(argv[0]);
    00561   BaseGraphics::FindSets();
    00562   BaseSounds::FindSets();
    00563   BaseMusic::FindSets();
    00564
    00565 #if defined(UNIX) && !defined(__MORPHOS__)
    00566   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00567   if (_dedicated_forks)
    00568     DedicatedFork();
    00569 #endif
    00570
    00571   AI::Initialize();
    00572   LoadFromConfig();
    00573   AI::Uninitialize(true);
    00574   CheckConfig();
    00575   LoadFromHighScore();
    00576
    00577   if (resolution.width != 0) { _cur_resolution = resolution; }
    00578   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00579   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00580
    00581   /*
    00582    * The width and height must be at least 1 pixel and width times
    00583    * height must still fit within a 32 bits integer, this way all
    00584    * internal drawing routines work correctly.
    00585    */
    00586   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
    00587   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
    00588
    00589 #if defined(ENABLE_NETWORK)
    00590   if (dedicated_host) {
    00591     _network_bind_list.Clear();
    00592     *_network_bind_list.Append() = strdup(dedicated_host);
    00593   }
    00594   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00595   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00596 #endif /* ENABLE_NETWORK */
    00597
    00598   /* enumerate language files */
    00599   InitializeLanguagePacks();
    00600
    00601   /* initialize screenshot formats */
    00602   InitializeScreenshotFormats();
    00603
    00604   /* initialize airport state machines */
    00605   InitializeAirports();
    00606
    00607   /* initialize all variables that are allocated dynamically */
    00608   InitializeDynamicVariables();
    00609
    00610   /* Initialize FreeType */
    00611   InitFreeType();
    00612
    00613   /* This must be done early, since functions use the SetWindowDirty* calls */
    00614   InitWindowSystem();
    00615
    00616   /* Look for the sounds before the graphics. Otherwise none would be set and
    00617    * the first initialisation of the video happens on the wrong data. Now it
    00618    * can do the first initialisation right. */
    00619   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00620   if (!BaseSounds::SetSet(sounds_set)) {
    00621     StrEmpty(sounds_set) ?
    00622       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00623       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00624   }
    00625   free(sounds_set);
    00626
    00627   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00628   if (!BaseGraphics::SetSet(graphics_set)) {
    00629     StrEmpty(graphics_set) ?
    00630       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
    00631       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00632   }
    00633   free(graphics_set);
    00634
    00635   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00636   if (!BaseMusic::SetSet(music_set)) {
    00637     StrEmpty(music_set) ?
    00638       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00639       usererror("Failed to select requested music set '%s'", music_set);
    00640   }
    00641   free(music_set);
    00642
    00643   /* Initialize game palette */
    00644   GfxInitPalettes();
    00645
    00646   DEBUG(misc, 1, "Loading blitter...");
    00647   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00648   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
    00649     StrEmpty(blitter) ?
    00650       usererror("Failed to autoprobe blitter") :
    00651       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00652   free(blitter);
    00653
    00654   DEBUG(driver, 1, "Loading drivers...");
    00655
    00656   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00657   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00658   if (_sound_driver == NULL) {
    00659     StrEmpty(sounddriver) ?
    00660       usererror("Failed to autoprobe sound driver") :
    00661       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00662   }
    00663   free(sounddriver);
    00664
    00665   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00666   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00667   if (_video_driver == NULL) {
    00668     StrEmpty(videodriver) ?
    00669       usererror("Failed to autoprobe video driver") :
    00670       usererror("Failed to select requested video driver '%s'", videodriver);
    00671   }
    00672   free(videodriver);
    00673
    00674   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00675   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00676   if (_music_driver == NULL) {
    00677     StrEmpty(musicdriver) ?
    00678       usererror("Failed to autoprobe music driver") :
    00679       usererror("Failed to select requested music driver '%s'", musicdriver);
    00680   }
    00681   free(musicdriver);
    00682
    00683   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
    00684   /* Initialize the zoom level of the screen to normal */
    00685   _screen.zoom = ZOOM_LVL_NORMAL;
    00686
    00687   /* restore saved music volume */
    00688   _music_driver->SetVolume(msf.music_vol);
    00689
    00690   NetworkStartUp(); // initialize network-core
    00691
    00692 #if defined(ENABLE_NETWORK)
    00693   if (debuglog_conn != NULL && _network_available) {
    00694     const char *not_used = NULL;
    00695     const char *port = NULL;
    00696     uint16 rport;
    00697
    00698     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00699
    00700     ParseConnectionString(&not_used, &port, debuglog_conn);
    00701     if (port != NULL) rport = atoi(port);
    00702
    00703     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00704   }
    00705 #endif /* ENABLE_NETWORK */
    00706
    00707   ScanNewGRFFiles();
    00708
    00709   ResetGRFConfig(false);
    00710
    00711   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00712   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00713
    00714   /* initialize the ingame console */
    00715   IConsoleInit();
    00716   _cursor.in_window = true;
    00717   InitializeGUI();
    00718   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00719
    00720   /* Take our initial lock on whatever we might want to do! */
    00721   _genworld_paint_mutex->BeginCritical();
    00722   _genworld_mapgen_mutex->BeginCritical();
    00723
    00724   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00725   WaitTillGeneratedWorld();
    00726
    00727   CheckForMissingGlyphsInLoadedLanguagePack();
    00728
    00729 #ifdef ENABLE_NETWORK
    00730   if (network && _network_available) {
    00731     if (network_conn != NULL) {
    00732       const char *port = NULL;
    00733       const char *company = NULL;
    00734       uint16 rport = NETWORK_DEFAULT_PORT;
    00735       CompanyID join_as = COMPANY_NEW_COMPANY;
    00736
    00737       ParseConnectionString(&company, &port, network_conn);
    00738
    00739       if (company != NULL) {
    00740         join_as = (CompanyID)atoi(company);
    00741
    00742         if (join_as != COMPANY_SPECTATOR) {
    00743           join_as--;
    00744           if (join_as >= MAX_COMPANIES) return false;
    00745         }
    00746       }
    00747       if (port != NULL) rport = atoi(port);
    00748
    00749       LoadIntroGame();
    00750       _switch_mode = SM_NONE;
    00751       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00752     }
    00753   }
    00754 #endif /* ENABLE_NETWORK */
    00755
    00756   _video_driver->MainLoop();
    00757
    00758   WaitTillSaved();
    00759
    00760   /* only save config if we have to */
    00761   if (save_config) {
    00762     SaveToConfig();
    00763     SaveToHighScore();
    00764   }
    00765
    00766   /* Reset windowing system, stop drivers, free used memory, ... */
    00767   ShutdownGame();
    00768
    00769   free(const_cast<char *>(BaseGraphics::ini_set));
    00770   free(const_cast<char *>(BaseSounds::ini_set));
    00771   free(const_cast<char *>(BaseMusic::ini_set));
    00772   free(_ini_musicdriver);
    00773   free(_ini_sounddriver);
    00774   free(_ini_videodriver);
    00775   free(_ini_blitter);
    00776
    00777   return 0;
    00778 }
    00779
    00780 void HandleExitGameRequest()
    00781 {
    00782   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00783     _exit_game = true;
    00784   } else if (_settings_client.gui.autosave_on_exit) {
    00785     DoExitSave();
    00786     _exit_game = true;
    00787   } else {
    00788     AskExitGame();
    00789   }
    00790 }
    00791
    00792 static void MakeNewGameDone()
    00793 {
    00794   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00795
    00796   /* In a dedicated server, the server does not play */
    00797   if (BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00798     SetLocalCompany(COMPANY_SPECTATOR);
    00799     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00800     return;
    00801   }
    00802
    00803   /* Create a single company */
    00804   DoStartupNewCompany(false);
    00805
    00806   Company *c = Company::Get(COMPANY_FIRST);
    00807   c->settings = _settings_client.company;
    00808
    00809   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00810
    00811   SetLocalCompany(COMPANY_FIRST);
    00812   _current_company = _local_company;
    00813
    00814   InitializeRailGUI();
    00815
    00816 #ifdef ENABLE_NETWORK
    00817   /* We are the server, we start a new company (not dedicated),
    00818    * so set the default password *if* needed. */
    00819   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00820     char *password = _settings_client.network.default_company_pass;
    00821     NetworkChangeCompanyPassword(1, &password);
    00822   }
    00823 #endif /* ENABLE_NETWORK */
    00824
    00825   MarkWholeScreenDirty();
    00826 }
    00827
    00828 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00829 {
    00830   _game_mode = GM_NORMAL;
    00831
    00832   ResetGRFConfig(true);
    00833   InitializeDynamicVariables();
    00834
    00835   GenerateWorldSetCallback(&MakeNewGameDone);
    00836   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00837 }
    00838
    00839 static void MakeNewEditorWorldDone()
    00840 {
    00841   SetLocalCompany(OWNER_NONE);
    00842 }
    00843
    00844 static void MakeNewEditorWorld()
    00845 {
    00846   _game_mode = GM_EDITOR;
    00847
    00848   ResetGRFConfig(true);
    00849
    00850   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00851   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00852 }
    00853
    00854 void StartupCompanies();
    00855 void StartupDisasters();
    00856 extern void StartupEconomy();
    00857
    00863 static void StartScenario()
    00864 {
    00865   _game_mode = GM_NORMAL;
    00866
    00867   /* invalid type */
    00868   if (_file_to_saveload.mode == SL_INVALID) {
    00869     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
    00870     SetDParamStr(0, GetSaveLoadErrorString());
    00871     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    00872     _game_mode = GM_MENU;
    00873     return;
    00874   }
    00875
    00876   /* Reinitialize windows */
    00877   ResetWindowSystem();
    00878
    00879   SetupColoursAndInitialWindow();
    00880
    00881   ResetGRFConfig(true);
    00882
    00883   /* Load game */
    00884   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
    00885     LoadIntroGame();
    00886     SetDParamStr(0, GetSaveLoadErrorString());
    00887     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    00888   }
    00889
    00890   _settings_game.difficulty = _settings_newgame.difficulty;
    00891
    00892   /* Inititalize data */
    00893   StartupEconomy();
    00894   StartupCompanies();
    00895   StartupEngines();
    00896   StartupDisasters();
    00897
    00898   SetLocalCompany(COMPANY_FIRST);
    00899   _current_company = _local_company;
    00900   Company *c = Company::Get(COMPANY_FIRST);
    00901   c->settings = _settings_client.company;
    00902
    00903   MarkWholeScreenDirty();
    00904 }
    00905
    00914 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
    00915 {
    00916   GameMode ogm = _game_mode;
    00917
    00918   _game_mode = newgm;
    00919   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
    00920   switch (SaveOrLoad(filename, mode, subdir)) {
    00921     case SL_OK: return true;
    00922
    00923     case SL_REINIT:
    00924       switch (ogm) {
    00925         default:
    00926         case GM_MENU:   LoadIntroGame();      break;
    00927         case GM_EDITOR: MakeNewEditorWorld(); break;
    00928       }
    00929       return false;
    00930
    00931     default:
    00932       _game_mode = ogm;
    00933       return false;
    00934   }
    00935 }
    00936
    00937 void SwitchToMode(SwitchMode new_mode)
    00938 {
    00939 #ifdef ENABLE_NETWORK
    00940   /* If we are saving something, the network stays in his current state */
    00941   if (new_mode != SM_SAVE) {
    00942     /* If the network is active, make it not-active */
    00943     if (_networking) {
    00944       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00945         NetworkReboot();
    00946       } else {
    00947         NetworkDisconnect();
    00948       }
    00949     }
    00950
    00951     /* If we are a server, we restart the server */
    00952     if (_is_network_server) {
    00953       /* But not if we are going to the menu */
    00954       if (new_mode != SM_MENU) {
    00955         /* check if we should reload the config */
    00956         if (_settings_client.network.reload_cfg) {
    00957           LoadFromConfig();
    00958           MakeNewgameSettingsLive();
    00959           ResetGRFConfig(false);
    00960         }
    00961         NetworkServerStart();
    00962       } else {
    00963         /* This client no longer wants to be a network-server */
    00964         _is_network_server = false;
    00965       }
    00966     }
    00967   }
    00968 #endif /* ENABLE_NETWORK */
    00969   /* Make sure all AI controllers are gone at quiting game */
    00970   if (new_mode != SM_SAVE) AI::KillAll();
    00971
    00972   switch (new_mode) {
    00973     case SM_EDITOR: // Switch to scenario editor
    00974       MakeNewEditorWorld();
    00975       break;
    00976
    00977     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00978     case SM_NEWGAME: // New Game --> 'Random game'
    00979 #ifdef ENABLE_NETWORK
    00980       if (_network_server) {
    00981         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00982       }
    00983 #endif /* ENABLE_NETWORK */
    00984       MakeNewGame(false, new_mode == SM_NEWGAME);
    00985       break;
    00986
    00987     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
    00988 #ifdef ENABLE_NETWORK
    00989       if (_network_server) {
    00990         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
    00991       }
    00992 #endif /* ENABLE_NETWORK */
    00993       StartScenario();
    00994       break;
    00995
    00996     case SM_LOAD: { // Load game, Play Scenario
    00997       ResetGRFConfig(true);
    00998       ResetWindowSystem();
    00999
    01000       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    01001         LoadIntroGame();
    01002         SetDParamStr(0, GetSaveLoadErrorString());
    01003         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01004       } else {
    01005         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    01006           StartupEngines();
    01007         }
    01008         /* Update the local company for a loaded game. It is either always
    01009          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    01010         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    01011         /* Execute the game-start script */
    01012         IConsoleCmdExec("exec scripts/game_start.scr 0");
    01013         /* Decrease pause counter (was increased from opening load dialog) */
    01014         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01015 #ifdef ENABLE_NETWORK
    01016         if (_network_server) {
    01017           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    01018         }
    01019 #endif /* ENABLE_NETWORK */
    01020       }
    01021       break;
    01022     }
    01023
    01024     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    01025 #ifdef ENABLE_NETWORK
    01026       if (_network_server) {
    01027         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    01028       }
    01029 #endif /* ENABLE_NETWORK */
    01030       MakeNewGame(true, true);
    01031       break;
    01032
    01033     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    01034       SetLocalCompany(OWNER_NONE);
    01035
    01036       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01037       MarkWholeScreenDirty();
    01038       break;
    01039
    01040     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01041       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01042         SetLocalCompany(OWNER_NONE);
    01043         _settings_newgame.game_creation.starting_year = _cur_year;
    01044         /* Cancel the saveload pausing */
    01045         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01046       } else {
    01047         SetDParamStr(0, GetSaveLoadErrorString());
    01048         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01049       }
    01050       break;
    01051     }
    01052
    01053     case SM_MENU: // Switch to game intro menu
    01054       LoadIntroGame();
    01055       break;
    01056
    01057     case SM_SAVE: // Save game
    01058       /* Make network saved games on pause compatible to singleplayer */
    01059       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01060         SetDParamStr(0, GetSaveLoadErrorString());
    01061         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
    01062       } else {
    01063         DeleteWindowById(WC_SAVELOAD, 0);
    01064       }
    01065       break;
    01066
    01067     case SM_GENRANDLAND: // Generate random land within scenario editor
    01068       SetLocalCompany(OWNER_NONE);
    01069       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01070       /* XXX: set date */
    01071       MarkWholeScreenDirty();
    01072       break;
    01073
    01074     default: NOT_REACHED();
    01075   }
    01076
    01077   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01078     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
    01079   }
    01080 }
    01081
    01082
    01088 void StateGameLoop()
    01089 {
    01090   /* dont execute the state loop during pause */
    01091   if (_pause_mode != PM_UNPAUSED) {
    01092     CallWindowTickEvent();
    01093     return;
    01094   }
    01095   if (IsGeneratingWorld()) return;
    01096
    01097   ClearStorageChanges(false);
    01098
    01099   if (_game_mode == GM_EDITOR) {
    01100     RunTileLoop();
    01101     CallVehicleTicks();
    01102     CallLandscapeTick();
    01103     ClearStorageChanges(true);
    01104
    01105     CallWindowTickEvent();
    01106     NewsLoop();
    01107   } else {
    01108     /* Temporary strict checking of the road stop cache entries */
    01109     const RoadStop *rs;
    01110     FOR_ALL_ROADSTOPS(rs) {
    01111       if (IsStandardRoadStopTile(rs->xy)) continue;
    01112
    01113       assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01114       rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01115       rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01116     }
    01117
    01118     if (_debug_desync_level > 1) {
    01119       Vehicle *v;
    01120       FOR_ALL_VEHICLES(v) {
    01121         if (v != v->First()) continue;
    01122
    01123         switch (v->type) {
    01124           case VEH_ROAD: {
    01125             RoadVehicle *rv = RoadVehicle::From(v);
    01126             RoadVehicleCache cache = rv->rcache;
    01127             RoadVehUpdateCache(rv);
    01128
    01129             if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
    01130               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01131             }
    01132           } break;
    01133
    01134           case VEH_TRAIN: {
    01135             uint length = 0;
    01136             Train *t = Train::From(v);
    01137             for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
    01138
    01139             TrainCache *wagons = MallocT<TrainCache>(length);
    01140             length = 0;
    01141             for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
    01142
    01143             t->ConsistChanged(true);
    01144
    01145             length = 0;
    01146             for (Train *u = t; u != NULL; u = u->Next()) {
    01147               if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
    01148                 DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i\n", v->index, (int)v->owner, v->unitnumber, length);
    01149               }
    01150               length++;
    01151             }
    01152
    01153             free(wagons);
    01154           } break;
    01155
    01156           case VEH_AIRCRAFT: {
    01157             Aircraft *a = Aircraft::From(v);
    01158             AircraftCache cache = a->acache;
    01159             UpdateAircraftCache(a);
    01160
    01161             if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
    01162               DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i\n", v->index, (int)v->owner, v->unitnumber);
    01163             }
    01164           } break;
    01165
    01166           default:
    01167             break;
    01168         }
    01169       }
    01170     }
    01171
    01172     /* Check whether the caches are still valid */
    01173     Vehicle *v;
    01174     FOR_ALL_VEHICLES(v) {
    01175       byte buff[sizeof(VehicleCargoList)];
    01176       memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01177       v->cargo.InvalidateCache();
    01178       assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01179     }
    01180
    01181     Station *st;
    01182     FOR_ALL_STATIONS(st) {
    01183       for (CargoID c = 0; c < NUM_CARGO; c++) {
    01184         byte buff[sizeof(StationCargoList)];
    01185         memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01186         st->goods[c].cargo.InvalidateCache();
    01187         assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01188       }
    01189     }
    01190
    01191     /* All these actions has to be done from OWNER_NONE
    01192      *  for multiplayer compatibility */
    01193     CompanyID old_company = _current_company;
    01194     _current_company = OWNER_NONE;
    01195
    01196     AnimateAnimatedTiles();
    01197     IncreaseDate();
    01198     RunTileLoop();
    01199     CallVehicleTicks();
    01200     CallLandscapeTick();
    01201     ClearStorageChanges(true);
    01202
    01203     AI::GameLoop();
    01204
    01205     CallWindowTickEvent();
    01206     NewsLoop();
    01207     _current_company = old_company;
    01208   }
    01209 }
    01210
    01213 static void DoAutosave()
    01214 {
    01215   char buf[MAX_PATH];
    01216
    01217 #if defined(PSP)
    01218   /* Autosaving in networking is too time expensive for the PSP */
    01219   if (_networking) return;
    01220 #endif /* PSP */
    01221
    01222   if (_settings_client.gui.keep_all_autosave) {
    01223     GenerateDefaultSaveName(buf, lastof(buf));
    01224     strecat(buf, ".sav", lastof(buf));
    01225   } else {
    01226     static int _autosave_ctr = 0;
    01227
    01228     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01229     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01230
    01231     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01232   }
    01233
    01234   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01235   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01236     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, 0, 0);
    01237   }
    01238 }
    01239
    01240 void GameLoop()
    01241 {
    01242   ProcessAsyncSaveFinish();
    01243
    01244   /* autosave game? */
    01245   if (_do_autosave) {
    01246     _do_autosave = false;
    01247     DoAutosave();
    01248     RedrawAutosave();
    01249   }
    01250
    01251   /* switch game mode? */
    01252   if (_switch_mode != SM_NONE) {
    01253     SwitchToMode(_switch_mode);
    01254     _switch_mode = SM_NONE;
    01255   }
    01256
    01257   IncreaseSpriteLRU();
    01258   InteractiveRandom();
    01259
    01260   extern int _caret_timer;
    01261   _caret_timer += 3;
    01262   _palette_animation_counter += 8;
    01263   CursorTick();
    01264
    01265 #ifdef ENABLE_NETWORK
    01266   /* Check for UDP stuff */
    01267   if (_network_available) NetworkUDPGameLoop();
    01268
    01269   if (_networking && !IsGeneratingWorld()) {
    01270     /* Multiplayer */
    01271     NetworkGameLoop();
    01272   } else {
    01273     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01274       /* This means that we want to reconnect to the last host
    01275        * We do this here, because it means that the network is really closed */
    01276       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01277     }
    01278     /* Singleplayer */
    01279     StateGameLoop();
    01280   }
    01281 #else
    01282   StateGameLoop();
    01283 #endif /* ENABLE_NETWORK */
    01284
    01285   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01286
    01287   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
    01288
    01289   InputLoop();
    01290
    01291   _sound_driver->MainLoop();
    01292   MusicLoop();
    01293 }