# openttd.cpp

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    00001 /* $Id: openttd.cpp 22070 2011-02-12 21:30:57Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013
    00014 #include "blitter/factory.hpp"
    00015 #include "sound/sound_driver.hpp"
    00016 #include "music/music_driver.hpp"
    00017 #include "video/video_driver.hpp"
    00018
    00019 #include "fontcache.h"
    00020 #include "gui.h"
    00021 #include "sound_func.h"
    00022 #include "window_func.h"
    00023
    00024 #include "base_media_base.h"
    00025 #include "saveload/saveload.h"
    00026 #include "company_func.h"
    00027 #include "command_func.h"
    00028 #include "news_func.h"
    00029 #include "fios.h"
    00030 #include "aircraft.h"
    00031 #include "roadveh.h"
    00032 #include "train.h"
    00033 #include "ship.h"
    00034 #include "console_func.h"
    00035 #include "screenshot.h"
    00036 #include "network/network.h"
    00037 #include "network/network_func.h"
    00038 #include "signs_base.h"
    00039 #include "ai/ai.hpp"
    00040 #include "ai/ai_config.hpp"
    00041 #include "settings_func.h"
    00042 #include "genworld.h"
    00043 #include "group.h"
    00044 #include "strings_func.h"
    00045 #include "date_func.h"
    00046 #include "vehicle_func.h"
    00047 #include "gamelog.h"
    00048 #include "animated_tile_func.h"
    00049 #include "roadstop_base.h"
    00050 #include "elrail_func.h"
    00051 #include "rev.h"
    00052 #include "highscore.h"
    00053 #include "thread/thread.h"
    00054 #include "station_base.h"
    00055 #include "crashlog.h"
    00056 #include "engine_func.h"
    00057 #include "core/random_func.hpp"
    00058 #include "rail_gui.h"
    00059 #include "core/backup_type.hpp"
    00060 #include "hotkeys.h"
    00061 #include "newgrf.h"
    00062
    00063
    00064 #include "town.h"
    00065 #include "industry.h"
    00066
    00067 #include <stdarg.h>
    00068
    00069 #include "table/strings.h"
    00070
    00071 StringID _switch_mode_errorstr;
    00072
    00073 void CallLandscapeTick();
    00074 void IncreaseDate();
    00075 void DoPaletteAnimations();
    00076 void MusicLoop();
    00077 void ResetMusic();
    00078 void CallWindowTickEvent();
    00079
    00080 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
    00081 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
    00082 extern void ShowOSErrorBox(const char *buf, bool system);
    00083 extern char *_config_file;
    00084
    00090 void CDECL usererror(const char *s, ...)
    00091 {
    00092   va_list va;
    00093   char buf[512];
    00094
    00095   va_start(va, s);
    00096   vsnprintf(buf, lengthof(buf), s, va);
    00097   va_end(va);
    00098
    00099   ShowOSErrorBox(buf, false);
    00100   if (_video_driver != NULL) _video_driver->Stop();
    00101
    00102   exit(1);
    00103 }
    00104
    00110 void CDECL error(const char *s, ...)
    00111 {
    00112   va_list va;
    00113   char buf[512];
    00114
    00115   va_start(va, s);
    00116   vsnprintf(buf, lengthof(buf), s, va);
    00117   va_end(va);
    00118
    00119   ShowOSErrorBox(buf, true);
    00120
    00121   /* Set the error message for the crash log and then invoke it. */
    00122   CrashLog::SetErrorMessage(buf);
    00123   abort();
    00124 }
    00125
    00130 void CDECL ShowInfoF(const char *str, ...)
    00131 {
    00132   va_list va;
    00133   char buf[1024];
    00134   va_start(va, str);
    00135   vsnprintf(buf, lengthof(buf), str, va);
    00136   va_end(va);
    00137   ShowInfo(buf);
    00138 }
    00139
    00143 static void ShowHelp()
    00144 {
    00145   char buf[8192];
    00146   char *p = buf;
    00147
    00148   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
    00149   p = strecpy(p,
    00150     "\n"
    00151     "\n"
    00152     "Command line options:\n"
    00153     "  -v drv              = Set video driver (see below)\n"
    00154     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
    00155     "  -m drv              = Set music driver (see below)\n"
    00156     "  -b drv              = Set the blitter to use (see below)\n"
    00157     "  -r res              = Set resolution (for instance 800x600)\n"
    00158     "  -h                  = Display this help text\n"
    00159     "  -t year             = Set starting year\n"
    00160     "  -d [[fac=]lvl[,...]]= Debug mode\n"
    00161     "  -e                  = Start Editor\n"
    00162     "  -g [savegame]       = Start new/save game immediately\n"
    00163     "  -G seed             = Set random seed\n"
    00164 #if defined(ENABLE_NETWORK)
    00165     "  -n [ip:port#company]= Start networkgame\n"
    00166     "  -p password         = Password to join server\n"
    00167     "  -P password         = Password to join company\n"
    00168     "  -D [ip][:port]      = Start dedicated server\n"
    00169     "  -l ip[:port]        = Redirect DEBUG()\n"
    00170 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00171     "  -f                  = Fork into the background (dedicated only)\n"
    00172 #endif
    00173 #endif /* ENABLE_NETWORK */
    00174     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
    00175     "                          (defines default setting when adding newgrfs)\n"
    00176     "                        Default value (2) lets OpenTTD use the palette\n"
    00177     "                          specified in graphics set file (see below)\n"
    00178     "  -I graphics_set     = Force the graphics set (see below)\n"
    00179     "  -S sounds_set       = Force the sounds set (see below)\n"
    00180     "  -M music_set        = Force the music set (see below)\n"
    00181     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
    00182     "  -x                  = Do not automatically save to config file on exit\n"
    00183     "\n",
    00184     lastof(buf)
    00185   );
    00186
    00187   /* List the graphics packs */
    00188   p = BaseGraphics::GetSetsList(p, lastof(buf));
    00189
    00190   /* List the sounds packs */
    00191   p = BaseSounds::GetSetsList(p, lastof(buf));
    00192
    00193   /* List the music packs */
    00194   p = BaseMusic::GetSetsList(p, lastof(buf));
    00195
    00196   /* List the drivers */
    00197   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
    00198
    00199   /* List the blitters */
    00200   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
    00201
    00202   /* We need to initialize the AI, so it finds the AIs */
    00203   TarScanner::DoScan();
    00204   AI::Initialize();
    00205   p = AI::GetConsoleList(p, lastof(buf), true);
    00206   AI::Uninitialize(true);
    00207
    00208   /* ShowInfo put output to stderr, but version information should go
    00209    * to stdout; this is the only exception */
    00210 #if !defined(WIN32) && !defined(WIN64)
    00211   printf("%s\n", buf);
    00212 #else
    00213   ShowInfo(buf);
    00214 #endif
    00215 }
    00216
    00217
    00218 struct MyGetOptData {
    00219   char *opt;
    00220   int numleft;
    00221   char **argv;
    00222   const char *options;
    00223   char *cont;
    00224
    00225   MyGetOptData(int argc, char **argv, const char *options)
    00226   {
    00227     opt = NULL;
    00228     numleft = argc;
    00229     this->argv = argv;
    00230     this->options = options;
    00231     cont = NULL;
    00232   }
    00233 };
    00234
    00235 static int MyGetOpt(MyGetOptData *md)
    00236 {
    00237   char *s = md->cont;
    00238   if (s != NULL) {
    00239     goto md_continue_here;
    00240   }
    00241
    00242   for (;;) {
    00243     if (--md->numleft < 0) return -1;
    00244
    00245     s = *md->argv++;
    00246     if (*s == '-') {
    00247 md_continue_here:;
    00248       s++;
    00249       if (*s != 0) {
    00250         const char *r;
    00251         /* Found argument, try to locate it in options. */
    00252         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
    00253           /* ERROR! */
    00254           return -2;
    00255         }
    00256         if (r[1] == ':') {
    00257           char *t;
    00258           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
    00259           if (!*(t = s + 1)) {
    00260             /* It comes as a separate arg. Check if out of args? */
    00261             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
    00262               /* Check if item is optional? */
    00263               if (r[2] != ':') return -2;
    00264               md->numleft++;
    00265               t = NULL;
    00266             } else {
    00267               md->argv++;
    00268             }
    00269           }
    00270           md->opt = t;
    00271           md->cont = NULL;
    00272           return *s;
    00273         }
    00274         md->opt = NULL;
    00275         md->cont = s;
    00276         return *s;
    00277       }
    00278     } else {
    00279       /* This is currently not supported. */
    00280       return -2;
    00281     }
    00282   }
    00283 }
    00284
    00291 static void ParseResolution(Dimension *res, const char *s)
    00292 {
    00293   const char *t = strchr(s, 'x');
    00294   if (t == NULL) {
    00295     ShowInfoF("Invalid resolution '%s'", s);
    00296     return;
    00297   }
    00298
    00299   res->width  = max(strtoul(s, NULL, 0), 64UL);
    00300   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
    00301 }
    00302
    00303 static void InitializeDynamicVariables()
    00304 {
    00305   /* Dynamic stuff needs to be initialized somewhere... */
    00306   _engine_mngr.ResetToDefaultMapping();
    00307   _house_mngr.ResetMapping();
    00308   _industry_mngr.ResetMapping();
    00309   _industile_mngr.ResetMapping();
    00310   _airport_mngr.ResetMapping();
    00311   _airporttile_mngr.ResetMapping();
    00312 }
    00313
    00314
    00319 static void ShutdownGame()
    00320 {
    00321   IConsoleFree();
    00322
    00323   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00324
    00325   DriverFactoryBase::ShutdownDrivers();
    00326
    00327   UnInitWindowSystem();
    00328
    00329   /* stop the AI */
    00330   AI::Uninitialize(false);
    00331
    00332   /* Uninitialize variables that are allocated dynamically */
    00333   GamelogReset();
    00334   _town_pool.CleanPool();
    00335   _industry_pool.CleanPool();
    00336   _station_pool.CleanPool();
    00337   _roadstop_pool.CleanPool();
    00338   _vehicle_pool.CleanPool();
    00339   _sign_pool.CleanPool();
    00340   _order_pool.CleanPool();
    00341   _group_pool.CleanPool();
    00342   _cargopacket_pool.CleanPool();
    00343   _engine_pool.CleanPool();
    00344   _company_pool.CleanPool();
    00345
    00346 #ifdef ENABLE_NETWORK
    00347   free(_config_file);
    00348 #endif
    00349
    00350   ResetNewGRFData();
    00351
    00352   /* Close all and any open filehandles */
    00353   FioCloseAll();
    00354 }
    00355
    00356 static void LoadIntroGame()
    00357 {
    00358   _game_mode = GM_MENU;
    00359
    00360   ResetGRFConfig(false);
    00361
    00362   /* Setup main window */
    00363   ResetWindowSystem();
    00364   SetupColoursAndInitialWindow();
    00365
    00366   /* Load the default opening screen savegame */
    00367   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00368     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00369     WaitTillGeneratedWorld();
    00370     SetLocalCompany(COMPANY_SPECTATOR);
    00371   } else {
    00372     SetLocalCompany(COMPANY_FIRST);
    00373   }
    00374
    00375   _pause_mode = PM_UNPAUSED;
    00376   _cursor.fix_at = false;
    00377
    00378   CheckForMissingSprites();
    00379   CheckForMissingGlyphsInLoadedLanguagePack();
    00380
    00381   /* Play main theme */
    00382   if (_music_driver->IsSongPlaying()) ResetMusic();
    00383 }
    00384
    00385 void MakeNewgameSettingsLive()
    00386 {
    00387 #ifdef ENABLE_AI
    00388   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00389     if (_settings_game.ai_config[c] != NULL) {
    00390       delete _settings_game.ai_config[c];
    00391     }
    00392   }
    00393 #endif /* ENABLE_AI */
    00394
    00395   _settings_game = _settings_newgame;
    00396
    00397 #ifdef ENABLE_AI
    00398   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00399     _settings_game.ai_config[c] = NULL;
    00400     if (_settings_newgame.ai_config[c] != NULL) {
    00401       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00402     }
    00403   }
    00404 #endif /* ENABLE_AI */
    00405 }
    00406
    00407 #if defined(UNIX) && !defined(__MORPHOS__)
    00408 extern void DedicatedFork();
    00409 #endif
    00410
    00411 int ttd_main(int argc, char *argv[])
    00412 {
    00413   int i;
    00414   const char *optformat;
    00415   char *musicdriver = NULL;
    00416   char *sounddriver = NULL;
    00417   char *videodriver = NULL;
    00418   char *blitter = NULL;
    00419   char *graphics_set = NULL;
    00420   char *sounds_set = NULL;
    00421   char *music_set = NULL;
    00422   Dimension resolution = {0, 0};
    00423   Year startyear = INVALID_YEAR;
    00424   uint generation_seed = GENERATE_NEW_SEED;
    00425   bool save_config = true;
    00426 #if defined(ENABLE_NETWORK)
    00427   bool dedicated = false;
    00428   bool network   = false;
    00429   char *network_conn = NULL;
    00430   char *debuglog_conn = NULL;
    00431   char *dedicated_host = NULL;
    00432   uint16 dedicated_port = 0;
    00433   char *join_server_password = NULL;
    00434   char *join_company_password = NULL;
    00435
    00436   extern bool _dedicated_forks;
    00437   _dedicated_forks = false;
    00438 #endif /* ENABLE_NETWORK */
    00439
    00440   _game_mode = GM_MENU;
    00441   _switch_mode = SM_MENU;
    00442   _switch_mode_errorstr = INVALID_STRING_ID;
    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       }
    00512     case 'e': _switch_mode = SM_EDITOR; break;
    00513     case 'i':
    00514       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00515       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00516         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00517         if (_use_palette <= MAX_PAL) break;
    00518       }
    00519       usererror("Valid value for '-i' is 0, 1 or 2");
    00520     case 'g':
    00521       if (mgo.opt != NULL) {
    00522         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00523         _switch_mode = SM_LOAD;
    00524         _file_to_saveload.mode = SL_LOAD;
    00525
    00526         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00527         const char *t = strrchr(_file_to_saveload.name, '.');
    00528         if (t != NULL) {
    00529           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00530           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00531         }
    00532
    00533         break;
    00534       }
    00535
    00536       _switch_mode = SM_NEWGAME;
    00537       /* Give a random map if no seed has been given */
    00538       if (generation_seed == GENERATE_NEW_SEED) {
    00539         generation_seed = InteractiveRandom();
    00540       }
    00541       break;
    00542     case 'G': generation_seed = atoi(mgo.opt); break;
    00543     case 'c': _config_file = strdup(mgo.opt); break;
    00544     case 'x': save_config = false; break;
    00545     case -2:
    00546     case 'h':
    00547       /* The next two functions are needed to list the graphics sets.
    00548        * We can't do them earlier because then we can't show it on
    00549        * the debug console as that hasn't been configured yet. */
    00550       DeterminePaths(argv[0]);
    00551       BaseGraphics::FindSets();
    00552       BaseSounds::FindSets();
    00553       BaseMusic::FindSets();
    00554       ShowHelp();
    00555       return 0;
    00556     }
    00557   }
    00558
    00559 #if defined(WINCE) && defined(_DEBUG)
    00560   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00561   SetDebugString("4");
    00562 #endif
    00563
    00564   DeterminePaths(argv[0]);
    00565   BaseGraphics::FindSets();
    00566   BaseSounds::FindSets();
    00567   BaseMusic::FindSets();
    00568
    00569 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
    00570   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00571   if (_dedicated_forks) DedicatedFork();
    00572 #endif
    00573
    00574   TarScanner::DoScan();
    00575   AI::Initialize();
    00576   LoadFromConfig();
    00577   AI::Uninitialize(true);
    00578   CheckConfig();
    00579   LoadFromHighScore();
    00580   LoadHotkeysFromConfig();
    00581
    00582   if (resolution.width != 0) { _cur_resolution = resolution; }
    00583   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00584   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00585
    00586   /*
    00587    * The width and height must be at least 1 pixel and width times
    00588    * height must still fit within a 32 bits integer, this way all
    00589    * internal drawing routines work correctly.
    00590    */
    00591   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
    00592   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
    00593
    00594 #if defined(ENABLE_NETWORK)
    00595   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00596   if (dedicated_host) {
    00597     _network_bind_list.Clear();
    00598     *_network_bind_list.Append() = strdup(dedicated_host);
    00599   }
    00600   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00601   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00602 #endif /* ENABLE_NETWORK */
    00603
    00604   /* enumerate language files */
    00605   InitializeLanguagePacks();
    00606
    00607   /* initialize screenshot formats */
    00608   InitializeScreenshotFormats();
    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   }
    00656   free(blitter);
    00657
    00658   DEBUG(driver, 1, "Loading drivers...");
    00659
    00660   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00661   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00662   if (_sound_driver == NULL) {
    00663     StrEmpty(sounddriver) ?
    00664       usererror("Failed to autoprobe sound driver") :
    00665       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00666   }
    00667   free(sounddriver);
    00668
    00669   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00670   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00671   if (_video_driver == NULL) {
    00672     StrEmpty(videodriver) ?
    00673       usererror("Failed to autoprobe video driver") :
    00674       usererror("Failed to select requested video driver '%s'", videodriver);
    00675   }
    00676   free(videodriver);
    00677
    00678   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00679   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00680   if (_music_driver == NULL) {
    00681     StrEmpty(musicdriver) ?
    00682       usererror("Failed to autoprobe music driver") :
    00683       usererror("Failed to select requested music driver '%s'", musicdriver);
    00684   }
    00685   free(musicdriver);
    00686
    00687   /* 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     SaveHotkeysToConfig();
    00767     SaveToHighScore();
    00768   }
    00769
    00770   /* Reset windowing system, stop drivers, free used memory, ... */
    00771   ShutdownGame();
    00772
    00773   free(const_cast<char *>(BaseGraphics::ini_set));
    00774   free(const_cast<char *>(BaseSounds::ini_set));
    00775   free(const_cast<char *>(BaseMusic::ini_set));
    00776   free(_ini_musicdriver);
    00777   free(_ini_sounddriver);
    00778   free(_ini_videodriver);
    00779   free(_ini_blitter);
    00780
    00781   return 0;
    00782 }
    00783
    00784 void HandleExitGameRequest()
    00785 {
    00786   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00787     _exit_game = true;
    00788   } else if (_settings_client.gui.autosave_on_exit) {
    00789     DoExitSave();
    00790     _exit_game = true;
    00791   } else {
    00792     AskExitGame();
    00793   }
    00794 }
    00795
    00796 static void MakeNewGameDone()
    00797 {
    00798   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00799
    00800   /* In a dedicated server, the server does not play */
    00801   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00802     SetLocalCompany(COMPANY_SPECTATOR);
    00803     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00804     return;
    00805   }
    00806
    00807   /* Create a single company */
    00808   DoStartupNewCompany(false);
    00809
    00810   Company *c = Company::Get(COMPANY_FIRST);
    00811   c->settings = _settings_client.company;
    00812
    00813   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00814
    00815   SetLocalCompany(COMPANY_FIRST);
    00816
    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(_local_company, _settings_client.network.default_company_pass);
    00824   }
    00825 #endif /* ENABLE_NETWORK */
    00826
    00827   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00828
    00829   MarkWholeScreenDirty();
    00830 }
    00831
    00832 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00833 {
    00834   _game_mode = GM_NORMAL;
    00835
    00836   ResetGRFConfig(true);
    00837   InitializeDynamicVariables();
    00838
    00839   GenerateWorldSetCallback(&MakeNewGameDone);
    00840   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00841 }
    00842
    00843 static void MakeNewEditorWorldDone()
    00844 {
    00845   SetLocalCompany(OWNER_NONE);
    00846 }
    00847
    00848 static void MakeNewEditorWorld()
    00849 {
    00850   _game_mode = GM_EDITOR;
    00851
    00852   ResetGRFConfig(true);
    00853
    00854   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00855   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00856 }
    00857
    00868 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00869 {
    00870   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00871   GameMode ogm = _game_mode;
    00872
    00873   _game_mode = newgm;
    00874
    00875   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00876     case SL_OK: return true;
    00877
    00878     case SL_REINIT:
    00879 #ifdef ENABLE_NETWORK
    00880       if (_network_dedicated) {
    00881         /*
    00882          * We need to reinit a network map...
    00883          * We can't simply load the intro game here as that game has many
    00884          * special cases which make clients desync immediately. So we fall
    00885          * back to just generating a new game with the current settings.
    00886          */
    00887         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00888         MakeNewGame(false, true);
    00889         return false;
    00890       }
    00891       if (_network_server) {
    00892         /* We can't load the intro game as server, so disconnect first. */
    00893         NetworkDisconnect();
    00894       }
    00895 #endif /* ENABLE_NETWORK */
    00896
    00897       switch (ogm) {
    00898         default:
    00899         case GM_MENU:   LoadIntroGame();      break;
    00900         case GM_EDITOR: MakeNewEditorWorld(); break;
    00901       }
    00902       return false;
    00903
    00904     default:
    00905       _game_mode = ogm;
    00906       return false;
    00907   }
    00908 }
    00909
    00910 void SwitchToMode(SwitchMode new_mode)
    00911 {
    00912 #ifdef ENABLE_NETWORK
    00913   /* If we are saving something, the network stays in his current state */
    00914   if (new_mode != SM_SAVE) {
    00915     /* If the network is active, make it not-active */
    00916     if (_networking) {
    00917       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00918         NetworkReboot();
    00919       } else {
    00920         NetworkDisconnect();
    00921       }
    00922     }
    00923
    00924     /* If we are a server, we restart the server */
    00925     if (_is_network_server) {
    00926       /* But not if we are going to the menu */
    00927       if (new_mode != SM_MENU) {
    00928         /* check if we should reload the config */
    00929         if (_settings_client.network.reload_cfg) {
    00930           LoadFromConfig();
    00931           MakeNewgameSettingsLive();
    00932           ResetGRFConfig(false);
    00933         }
    00934         NetworkServerStart();
    00935       } else {
    00936         /* This client no longer wants to be a network-server */
    00937         _is_network_server = false;
    00938       }
    00939     }
    00940   }
    00941 #endif /* ENABLE_NETWORK */
    00942   /* Make sure all AI controllers are gone at quiting game */
    00943   if (new_mode != SM_SAVE) AI::KillAll();
    00944
    00945   switch (new_mode) {
    00946     case SM_EDITOR: // Switch to scenario editor
    00947       MakeNewEditorWorld();
    00948       break;
    00949
    00950     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00951     case SM_NEWGAME: // New Game --> 'Random game'
    00952 #ifdef ENABLE_NETWORK
    00953       if (_network_server) {
    00954         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00955       }
    00956 #endif /* ENABLE_NETWORK */
    00957       MakeNewGame(false, new_mode == SM_NEWGAME);
    00958       break;
    00959
    00960     case SM_LOAD: { // Load game, Play Scenario
    00961       ResetGRFConfig(true);
    00962       ResetWindowSystem();
    00963
    00964       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    00965         SetDParamStr(0, GetSaveLoadErrorString());
    00966         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    00967       } else {
    00968         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    00969           StartupEngines();
    00970         }
    00971         /* Update the local company for a loaded game. It is either always
    00972          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    00973         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    00974         /* Execute the game-start script */
    00975         IConsoleCmdExec("exec scripts/game_start.scr 0");
    00976         /* Decrease pause counter (was increased from opening load dialog) */
    00977         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    00978 #ifdef ENABLE_NETWORK
    00979         if (_network_server) {
    00980           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    00981         }
    00982 #endif /* ENABLE_NETWORK */
    00983       }
    00984       break;
    00985     }
    00986
    00987     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    00988 #ifdef ENABLE_NETWORK
    00989       if (_network_server) {
    00990         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    00991       }
    00992 #endif /* ENABLE_NETWORK */
    00993       MakeNewGame(true, true);
    00994       break;
    00995
    00996     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    00997       SetLocalCompany(OWNER_NONE);
    00998
    00999       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01000       MarkWholeScreenDirty();
    01001       break;
    01002
    01003     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    01004       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    01005         SetLocalCompany(OWNER_NONE);
    01006         _settings_newgame.game_creation.starting_year = _cur_year;
    01007         /* Cancel the saveload pausing */
    01008         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    01009       } else {
    01010         SetDParamStr(0, GetSaveLoadErrorString());
    01011         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01012       }
    01013       break;
    01014     }
    01015
    01016     case SM_MENU: // Switch to game intro menu
    01017       LoadIntroGame();
    01018       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01019         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01020         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01021       }
    01022       break;
    01023
    01024     case SM_SAVE: // Save game
    01025       /* Make network saved games on pause compatible to singleplayer */
    01026       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01027         SetDParamStr(0, GetSaveLoadErrorString());
    01028         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01029       } else {
    01030         DeleteWindowById(WC_SAVELOAD, 0);
    01031       }
    01032       break;
    01033
    01034     case SM_GENRANDLAND: // Generate random land within scenario editor
    01035       SetLocalCompany(OWNER_NONE);
    01036       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01037       /* XXX: set date */
    01038       MarkWholeScreenDirty();
    01039       break;
    01040
    01041     default: NOT_REACHED();
    01042   }
    01043
    01044   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01045     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
    01046     _switch_mode_errorstr = INVALID_STRING_ID;
    01047   }
    01048 }
    01049
    01050
    01057 static void CheckCaches()
    01058 {
    01059   /* Return here so it is easy to add checks that are run
    01060    * always to aid testing of caches. */
    01061   if (_debug_desync_level <= 1) return;
    01062
    01063   /* Strict checking of the road stop cache entries */
    01064   const RoadStop *rs;
    01065   FOR_ALL_ROADSTOPS(rs) {
    01066     if (IsStandardRoadStopTile(rs->xy)) continue;
    01067
    01068     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01069     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01070     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01071   }
    01072
    01073   Vehicle *v;
    01074   FOR_ALL_VEHICLES(v) {
    01075     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01076     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01077
    01078     uint length = 0;
    01079     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01080
    01081     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01082     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01083     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01084     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01085
    01086     length = 0;
    01087     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01088       FillNewGRFVehicleCache(u);
    01089       grf_cache[length] = u->grf_cache;
    01090       veh_cache[length] = u->vcache;
    01091       switch (u->type) {
    01092         case VEH_TRAIN:
    01093           gro_cache[length] = Train::From(u)->gcache;
    01094           tra_cache[length] = Train::From(u)->tcache;
    01095           break;
    01096         case VEH_ROAD:
    01097           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01098           break;
    01099         default:
    01100           break;
    01101       }
    01102       length++;
    01103     }
    01104
    01105     switch (v->type) {
    01106       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01107       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01108       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01109       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01110       default: break;
    01111     }
    01112
    01113     length = 0;
    01114     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01115       FillNewGRFVehicleCache(u);
    01116       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01117         DEBUG(desync, 2, "newgrf cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
    01118       }
    01119       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01120         DEBUG(desync, 2, "vehicle cache mismatch: type %i, vehicle %i, company %i, unit number %i, wagon %i", (int)v->type, v->index, (int)v->owner, v->unitnumber, length);
    01121       }
    01122       switch (u->type) {
    01123         case VEH_TRAIN:
    01124           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01125             DEBUG(desync, 2, "train ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01126           }
    01127           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01128             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01129           }
    01130           break;
    01131         case VEH_ROAD:
    01132           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01133             DEBUG(desync, 2, "road vehicle ground vehicle cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01134           }
    01135           break;
    01136         default:
    01137           break;
    01138       }
    01139       length++;
    01140     }
    01141
    01142     free(grf_cache);
    01143     free(veh_cache);
    01144     free(gro_cache);
    01145     free(tra_cache);
    01146   }
    01147
    01148   /* Check whether the caches are still valid */
    01149   FOR_ALL_VEHICLES(v) {
    01150     byte buff[sizeof(VehicleCargoList)];
    01151     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01152     v->cargo.InvalidateCache();
    01153     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01154   }
    01155
    01156   Station *st;
    01157   FOR_ALL_STATIONS(st) {
    01158     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01159       byte buff[sizeof(StationCargoList)];
    01160       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01161       st->goods[c].cargo.InvalidateCache();
    01162       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01163     }
    01164   }
    01165 }
    01166
    01172 void StateGameLoop()
    01173 {
    01174   /* dont execute the state loop during pause */
    01175   if (_pause_mode != PM_UNPAUSED) {
    01176     UpdateLandscapingLimits();
    01177     CallWindowTickEvent();
    01178     return;
    01179   }
    01180   if (IsGeneratingWorld()) return;
    01181
    01182   ClearStorageChanges(false);
    01183
    01184   if (_game_mode == GM_EDITOR) {
    01185     RunTileLoop();
    01186     CallVehicleTicks();
    01187     CallLandscapeTick();
    01188     ClearStorageChanges(true);
    01189     UpdateLandscapingLimits();
    01190
    01191     CallWindowTickEvent();
    01192     NewsLoop();
    01193   } else {
    01194     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01195       /* Save the desync savegame if needed. */
    01196       char name[MAX_PATH];
    01197       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01198       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01199     }
    01200
    01201     CheckCaches();
    01202
    01203     /* All these actions has to be done from OWNER_NONE
    01204      *  for multiplayer compatibility */
    01205     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01206
    01207     AnimateAnimatedTiles();
    01208     IncreaseDate();
    01209     RunTileLoop();
    01210     CallVehicleTicks();
    01211     CallLandscapeTick();
    01212     ClearStorageChanges(true);
    01213
    01214     AI::GameLoop();
    01215     UpdateLandscapingLimits();
    01216
    01217     CallWindowTickEvent();
    01218     NewsLoop();
    01219     cur_company.Restore();
    01220   }
    01221
    01222   assert(IsLocalCompany());
    01223 }
    01224
    01229 static void DoAutosave()
    01230 {
    01231   char buf[MAX_PATH];
    01232
    01233 #if defined(PSP)
    01234   /* Autosaving in networking is too time expensive for the PSP */
    01235   if (_networking) return;
    01236 #endif /* PSP */
    01237
    01238   if (_settings_client.gui.keep_all_autosave) {
    01239     GenerateDefaultSaveName(buf, lastof(buf));
    01240     strecat(buf, ".sav", lastof(buf));
    01241   } else {
    01242     static int _autosave_ctr = 0;
    01243
    01244     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01245     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01246
    01247     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01248   }
    01249
    01250   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01251   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01252     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01253   }
    01254 }
    01255
    01256 void GameLoop()
    01257 {
    01258   ProcessAsyncSaveFinish();
    01259
    01260   /* autosave game? */
    01261   if (_do_autosave) {
    01262     _do_autosave = false;
    01263     DoAutosave();
    01264     SetWindowDirty(WC_STATUS_BAR, 0);
    01265   }
    01266
    01267   /* switch game mode? */
    01268   if (_switch_mode != SM_NONE) {
    01269     SwitchToMode(_switch_mode);
    01270     _switch_mode = SM_NONE;
    01271   }
    01272
    01273   IncreaseSpriteLRU();
    01274   InteractiveRandom();
    01275
    01276   extern int _caret_timer;
    01277   _caret_timer += 3;
    01278   CursorTick();
    01279
    01280 #ifdef ENABLE_NETWORK
    01281   /* Check for UDP stuff */
    01282   if (_network_available) NetworkUDPGameLoop();
    01283
    01284   if (_networking && !IsGeneratingWorld()) {
    01285     /* Multiplayer */
    01286     NetworkGameLoop();
    01287   } else {
    01288     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01289       /* This means that we want to reconnect to the last host
    01290        * We do this here, because it means that the network is really closed */
    01291       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01292     }
    01293     /* Singleplayer */
    01294     StateGameLoop();
    01295   }
    01296
    01297   /* Check chat messages roughly once a second. */
    01298   static uint check_message = 0;
    01299   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01300     check_message = 0;
    01301     NetworkChatMessageLoop();
    01302   }
    01303 #else
    01304   StateGameLoop();
    01305 #endif /* ENABLE_NETWORK */
    01306
    01307   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01308
    01309   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01310
    01311   InputLoop();
    01312
    01313   _sound_driver->MainLoop();
    01314   MusicLoop();
    01315 }