# openttd.cpp

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    00001 /* $Id: openttd.cpp 22886 2011-09-03 18:56:34Z frosch $ */
    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
    00308 static void ShutdownGame()
    00309 {
    00310   IConsoleFree();
    00311
    00312   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
    00313
    00314   DriverFactoryBase::ShutdownDrivers();
    00315
    00316   UnInitWindowSystem();
    00317
    00318   /* stop the AI */
    00319   AI::Uninitialize(false);
    00320
    00321   /* Uninitialize variables that are allocated dynamically */
    00322   GamelogReset();
    00323   _town_pool.CleanPool();
    00324   _industry_pool.CleanPool();
    00325   _station_pool.CleanPool();
    00326   _roadstop_pool.CleanPool();
    00327   _vehicle_pool.CleanPool();
    00328   _sign_pool.CleanPool();
    00329   _order_pool.CleanPool();
    00330   _group_pool.CleanPool();
    00331   _cargopacket_pool.CleanPool();
    00332   _engine_pool.CleanPool();
    00333   _company_pool.CleanPool();
    00334
    00335 #ifdef ENABLE_NETWORK
    00336   free(_config_file);
    00337 #endif
    00338
    00339   ResetNewGRFData();
    00340
    00341   /* Close all and any open filehandles */
    00342   FioCloseAll();
    00343 }
    00344
    00345 static void LoadIntroGame()
    00346 {
    00347   _game_mode = GM_MENU;
    00348
    00349   ResetGRFConfig(false);
    00350
    00351   /* Setup main window */
    00352   ResetWindowSystem();
    00353   SetupColoursAndInitialWindow();
    00354
    00355   /* Load the default opening screen savegame */
    00356   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
    00357     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
    00358     WaitTillGeneratedWorld();
    00359     SetLocalCompany(COMPANY_SPECTATOR);
    00360   } else {
    00361     SetLocalCompany(COMPANY_FIRST);
    00362   }
    00363
    00364   _pause_mode = PM_UNPAUSED;
    00365   _cursor.fix_at = false;
    00366
    00367   CheckForMissingSprites();
    00368   CheckForMissingGlyphsInLoadedLanguagePack();
    00369
    00370   /* Play main theme */
    00371   if (_music_driver->IsSongPlaying()) ResetMusic();
    00372 }
    00373
    00374 void MakeNewgameSettingsLive()
    00375 {
    00376 #ifdef ENABLE_AI
    00377   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00378     if (_settings_game.ai_config[c] != NULL) {
    00379       delete _settings_game.ai_config[c];
    00380     }
    00381   }
    00382 #endif /* ENABLE_AI */
    00383
    00384   /* Copy newgame settings to active settings.
    00385    * Also initialise old settings needed for savegame conversion. */
    00386   _settings_game = _settings_newgame;
    00387   _old_vds = _settings_client.company.vehicle;
    00388
    00389 #ifdef ENABLE_AI
    00390   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
    00391     _settings_game.ai_config[c] = NULL;
    00392     if (_settings_newgame.ai_config[c] != NULL) {
    00393       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
    00394     }
    00395   }
    00396 #endif /* ENABLE_AI */
    00397 }
    00398
    00399 #if defined(UNIX) && !defined(__MORPHOS__)
    00400 extern void DedicatedFork();
    00401 #endif
    00402
    00403 int ttd_main(int argc, char *argv[])
    00404 {
    00405   int i;
    00406   const char *optformat;
    00407   char *musicdriver = NULL;
    00408   char *sounddriver = NULL;
    00409   char *videodriver = NULL;
    00410   char *blitter = NULL;
    00411   char *graphics_set = NULL;
    00412   char *sounds_set = NULL;
    00413   char *music_set = NULL;
    00414   Dimension resolution = {0, 0};
    00415   Year startyear = INVALID_YEAR;
    00416   uint generation_seed = GENERATE_NEW_SEED;
    00417   bool save_config = true;
    00418 #if defined(ENABLE_NETWORK)
    00419   bool dedicated = false;
    00420   bool network   = false;
    00421   char *network_conn = NULL;
    00422   char *debuglog_conn = NULL;
    00423   char *dedicated_host = NULL;
    00424   uint16 dedicated_port = 0;
    00425   char *join_server_password = NULL;
    00426   char *join_company_password = NULL;
    00427
    00428   extern bool _dedicated_forks;
    00429   _dedicated_forks = false;
    00430 #endif /* ENABLE_NETWORK */
    00431
    00432   _game_mode = GM_MENU;
    00433   _switch_mode = SM_MENU;
    00434   _switch_mode_errorstr = INVALID_STRING_ID;
    00435   _config_file = NULL;
    00436
    00437   /* The last param of the following function means this:
    00438    *   a letter means: it accepts that param (e.g.: -h)
    00439    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
    00440    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
    00441   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
    00442 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
    00443     "f"
    00444 #endif
    00445   ;
    00446
    00447   MyGetOptData mgo(argc - 1, argv + 1, optformat);
    00448
    00449   while ((i = MyGetOpt(&mgo)) != -1) {
    00450     switch (i) {
    00451     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
    00452     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
    00453     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
    00454     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
    00455     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
    00456     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
    00457     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
    00458 #if defined(ENABLE_NETWORK)
    00459     case 'D':
    00460       free(musicdriver);
    00461       free(sounddriver);
    00462       free(videodriver);
    00463       free(blitter);
    00464       musicdriver = strdup("null");
    00465       sounddriver = strdup("null");
    00466       videodriver = strdup("dedicated");
    00467       blitter = strdup("null");
    00468       dedicated = true;
    00469       SetDebugString("net=6");
    00470       if (mgo.opt != NULL) {
    00471         /* Use the existing method for parsing (openttd -n).
    00472          * However, we do ignore the #company part. */
    00473         const char *temp = NULL;
    00474         const char *port = NULL;
    00475         ParseConnectionString(&temp, &port, mgo.opt);
    00476         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
    00477         if (port != NULL) dedicated_port = atoi(port);
    00478       }
    00479       break;
    00480     case 'f': _dedicated_forks = true; break;
    00481     case 'n':
    00482       network = true;
    00483       network_conn = mgo.opt; // optional IP parameter, NULL if unset
    00484       break;
    00485     case 'l':
    00486       debuglog_conn = mgo.opt;
    00487       break;
    00488     case 'p':
    00489       join_server_password = mgo.opt;
    00490       break;
    00491     case 'P':
    00492       join_company_password = mgo.opt;
    00493       break;
    00494 #endif /* ENABLE_NETWORK */
    00495     case 'r': ParseResolution(&resolution, mgo.opt); break;
    00496     case 't': startyear = atoi(mgo.opt); break;
    00497     case 'd': {
    00498 #if defined(WIN32)
    00499         CreateConsole();
    00500 #endif
    00501         if (mgo.opt != NULL) SetDebugString(mgo.opt);
    00502         break;
    00503       }
    00504     case 'e': _switch_mode = SM_EDITOR; break;
    00505     case 'i':
    00506       /* there is an argument, it is not empty, and it is exactly 1 char long */
    00507       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
    00508         _use_palette = (PaletteType)(mgo.opt[0] - '0');
    00509         if (_use_palette <= MAX_PAL) break;
    00510       }
    00511       usererror("Valid value for '-i' is 0, 1 or 2");
    00512     case 'g':
    00513       if (mgo.opt != NULL) {
    00514         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
    00515         _switch_mode = SM_LOAD;
    00516         _file_to_saveload.mode = SL_LOAD;
    00517
    00518         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
    00519         const char *t = strrchr(_file_to_saveload.name, '.');
    00520         if (t != NULL) {
    00521           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
    00522           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
    00523         }
    00524
    00525         break;
    00526       }
    00527
    00528       _switch_mode = SM_NEWGAME;
    00529       /* Give a random map if no seed has been given */
    00530       if (generation_seed == GENERATE_NEW_SEED) {
    00531         generation_seed = InteractiveRandom();
    00532       }
    00533       break;
    00534     case 'G': generation_seed = atoi(mgo.opt); break;
    00535     case 'c': _config_file = strdup(mgo.opt); break;
    00536     case 'x': save_config = false; break;
    00537     case -2:
    00538     case 'h':
    00539       /* The next two functions are needed to list the graphics sets.
    00540        * We can't do them earlier because then we can't show it on
    00541        * the debug console as that hasn't been configured yet. */
    00542       DeterminePaths(argv[0]);
    00543       BaseGraphics::FindSets();
    00544       BaseSounds::FindSets();
    00545       BaseMusic::FindSets();
    00546       ShowHelp();
    00547       return 0;
    00548     }
    00549   }
    00550
    00551 #if defined(WINCE) && defined(_DEBUG)
    00552   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
    00553   SetDebugString("4");
    00554 #endif
    00555
    00556   DeterminePaths(argv[0]);
    00557   BaseGraphics::FindSets();
    00558   BaseSounds::FindSets();
    00559   BaseMusic::FindSets();
    00560
    00561 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
    00562   /* We must fork here, or we'll end up without some resources we need (like sockets) */
    00563   if (_dedicated_forks) DedicatedFork();
    00564 #endif
    00565
    00566   TarScanner::DoScan();
    00567   AI::Initialize();
    00568   LoadFromConfig();
    00569   AI::Uninitialize(true);
    00570   CheckConfig();
    00571   LoadFromHighScore();
    00572   LoadHotkeysFromConfig();
    00573
    00574   if (resolution.width != 0) { _cur_resolution = resolution; }
    00575   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
    00576   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
    00577
    00578   /*
    00579    * The width and height must be at least 1 pixel and width times
    00580    * height times bytes per pixel must still fit within a 32 bits
    00581    * integer, even for 32 bpp video modes. This way all internal
    00582    * drawing routines work correctly.
    00583    */
    00584   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
    00585   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);
    00586
    00587 #if defined(ENABLE_NETWORK)
    00588   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
    00589   if (dedicated_host) {
    00590     _network_bind_list.Clear();
    00591     *_network_bind_list.Append() = strdup(dedicated_host);
    00592   }
    00593   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
    00594   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
    00595 #endif /* ENABLE_NETWORK */
    00596
    00597   /* enumerate language files */
    00598   InitializeLanguagePacks();
    00599
    00600   /* initialize screenshot formats */
    00601   InitializeScreenshotFormats();
    00602
    00603   /* Initialize FreeType */
    00604   InitFreeType();
    00605
    00606   /* This must be done early, since functions use the SetWindowDirty* calls */
    00607   InitWindowSystem();
    00608
    00609   /* Look for the sounds before the graphics. Otherwise none would be set and
    00610    * the first initialisation of the video happens on the wrong data. Now it
    00611    * can do the first initialisation right. */
    00612   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
    00613   if (!BaseSounds::SetSet(sounds_set)) {
    00614     StrEmpty(sounds_set) ?
    00615       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
    00616       usererror("Failed to select requested sounds set '%s'", sounds_set);
    00617   }
    00618   free(sounds_set);
    00619
    00620   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
    00621   if (!BaseGraphics::SetSet(graphics_set)) {
    00622     StrEmpty(graphics_set) ?
    00623       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
    00624       usererror("Failed to select requested graphics set '%s'", graphics_set);
    00625   }
    00626   free(graphics_set);
    00627
    00628   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
    00629   if (!BaseMusic::SetSet(music_set)) {
    00630     StrEmpty(music_set) ?
    00631       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
    00632       usererror("Failed to select requested music set '%s'", music_set);
    00633   }
    00634   free(music_set);
    00635
    00636   /* Initialize game palette */
    00637   GfxInitPalettes();
    00638
    00639   DEBUG(misc, 1, "Loading blitter...");
    00640   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
    00641   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
    00642     StrEmpty(blitter) ?
    00643       usererror("Failed to autoprobe blitter") :
    00644       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
    00645   }
    00646   free(blitter);
    00647
    00648   DEBUG(driver, 1, "Loading drivers...");
    00649
    00650   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
    00651   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
    00652   if (_sound_driver == NULL) {
    00653     StrEmpty(sounddriver) ?
    00654       usererror("Failed to autoprobe sound driver") :
    00655       usererror("Failed to select requested sound driver '%s'", sounddriver);
    00656   }
    00657   free(sounddriver);
    00658
    00659   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
    00660   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
    00661   if (_video_driver == NULL) {
    00662     StrEmpty(videodriver) ?
    00663       usererror("Failed to autoprobe video driver") :
    00664       usererror("Failed to select requested video driver '%s'", videodriver);
    00665   }
    00666   free(videodriver);
    00667
    00668   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
    00669   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
    00670   if (_music_driver == NULL) {
    00671     StrEmpty(musicdriver) ?
    00672       usererror("Failed to autoprobe music driver") :
    00673       usererror("Failed to select requested music driver '%s'", musicdriver);
    00674   }
    00675   free(musicdriver);
    00676
    00677   /* Initialize the zoom level of the screen to normal */
    00678   _screen.zoom = ZOOM_LVL_NORMAL;
    00679
    00680   /* restore saved music volume */
    00681   _music_driver->SetVolume(_msf.music_vol);
    00682
    00683   NetworkStartUp(); // initialize network-core
    00684
    00685 #if defined(ENABLE_NETWORK)
    00686   if (debuglog_conn != NULL && _network_available) {
    00687     const char *not_used = NULL;
    00688     const char *port = NULL;
    00689     uint16 rport;
    00690
    00691     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
    00692
    00693     ParseConnectionString(&not_used, &port, debuglog_conn);
    00694     if (port != NULL) rport = atoi(port);
    00695
    00696     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
    00697   }
    00698 #endif /* ENABLE_NETWORK */
    00699
    00700   ScanNewGRFFiles();
    00701
    00702   ResetGRFConfig(false);
    00703
    00704   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
    00705   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
    00706
    00707   /* initialize the ingame console */
    00708   IConsoleInit();
    00709   _cursor.in_window = true;
    00710   InitializeGUI();
    00711   IConsoleCmdExec("exec scripts/autoexec.scr 0");
    00712
    00713   /* Take our initial lock on whatever we might want to do! */
    00714   _genworld_paint_mutex->BeginCritical();
    00715   _genworld_mapgen_mutex->BeginCritical();
    00716
    00717   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
    00718   WaitTillGeneratedWorld();
    00719
    00720   CheckForMissingGlyphsInLoadedLanguagePack();
    00721
    00722 #ifdef ENABLE_NETWORK
    00723   if (network && _network_available) {
    00724     if (network_conn != NULL) {
    00725       const char *port = NULL;
    00726       const char *company = NULL;
    00727       uint16 rport = NETWORK_DEFAULT_PORT;
    00728       CompanyID join_as = COMPANY_NEW_COMPANY;
    00729
    00730       ParseConnectionString(&company, &port, network_conn);
    00731
    00732       if (company != NULL) {
    00733         join_as = (CompanyID)atoi(company);
    00734
    00735         if (join_as != COMPANY_SPECTATOR) {
    00736           join_as--;
    00737           if (join_as >= MAX_COMPANIES) return false;
    00738         }
    00739       }
    00740       if (port != NULL) rport = atoi(port);
    00741
    00742       LoadIntroGame();
    00743       _switch_mode = SM_NONE;
    00744       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
    00745     }
    00746   }
    00747 #endif /* ENABLE_NETWORK */
    00748
    00749   _video_driver->MainLoop();
    00750
    00751   WaitTillSaved();
    00752
    00753   /* only save config if we have to */
    00754   if (save_config) {
    00755     SaveToConfig();
    00756     SaveHotkeysToConfig();
    00757     SaveToHighScore();
    00758   }
    00759
    00760   /* Reset windowing system, stop drivers, free used memory, ... */
    00761   ShutdownGame();
    00762
    00763   free(const_cast<char *>(BaseGraphics::ini_set));
    00764   free(const_cast<char *>(BaseSounds::ini_set));
    00765   free(const_cast<char *>(BaseMusic::ini_set));
    00766   free(_ini_musicdriver);
    00767   free(_ini_sounddriver);
    00768   free(_ini_videodriver);
    00769   free(_ini_blitter);
    00770
    00771   return 0;
    00772 }
    00773
    00774 void HandleExitGameRequest()
    00775 {
    00776   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
    00777     _exit_game = true;
    00778   } else if (_settings_client.gui.autosave_on_exit) {
    00779     DoExitSave();
    00780     _exit_game = true;
    00781   } else {
    00782     AskExitGame();
    00783   }
    00784 }
    00785
    00786 static void MakeNewGameDone()
    00787 {
    00788   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
    00789
    00790   /* In a dedicated server, the server does not play */
    00791   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
    00792     SetLocalCompany(COMPANY_SPECTATOR);
    00793     IConsoleCmdExec("exec scripts/game_start.scr 0");
    00794     return;
    00795   }
    00796
    00797   /* Create a single company */
    00798   DoStartupNewCompany(false);
    00799
    00800   Company *c = Company::Get(COMPANY_FIRST);
    00801   c->settings = _settings_client.company;
    00802
    00803   IConsoleCmdExec("exec scripts/game_start.scr 0");
    00804
    00805   SetLocalCompany(COMPANY_FIRST);
    00806
    00807   InitializeRailGUI();
    00808
    00809 #ifdef ENABLE_NETWORK
    00810   /* We are the server, we start a new company (not dedicated),
    00811    * so set the default password *if* needed. */
    00812   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
    00813     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
    00814   }
    00815 #endif /* ENABLE_NETWORK */
    00816
    00817   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
    00818
    00819   MarkWholeScreenDirty();
    00820 }
    00821
    00822 static void MakeNewGame(bool from_heightmap, bool reset_settings)
    00823 {
    00824   _game_mode = GM_NORMAL;
    00825
    00826   ResetGRFConfig(true);
    00827
    00828   GenerateWorldSetCallback(&MakeNewGameDone);
    00829   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
    00830 }
    00831
    00832 static void MakeNewEditorWorldDone()
    00833 {
    00834   SetLocalCompany(OWNER_NONE);
    00835 }
    00836
    00837 static void MakeNewEditorWorld()
    00838 {
    00839   _game_mode = GM_EDITOR;
    00840
    00841   ResetGRFConfig(true);
    00842
    00843   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
    00844   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00845 }
    00846
    00857 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
    00858 {
    00859   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
    00860   GameMode ogm = _game_mode;
    00861
    00862   _game_mode = newgm;
    00863
    00864   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
    00865     case SL_OK: return true;
    00866
    00867     case SL_REINIT:
    00868 #ifdef ENABLE_NETWORK
    00869       if (_network_dedicated) {
    00870         /*
    00871          * We need to reinit a network map...
    00872          * We can't simply load the intro game here as that game has many
    00873          * special cases which make clients desync immediately. So we fall
    00874          * back to just generating a new game with the current settings.
    00875          */
    00876         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
    00877         MakeNewGame(false, true);
    00878         return false;
    00879       }
    00880       if (_network_server) {
    00881         /* We can't load the intro game as server, so disconnect first. */
    00882         NetworkDisconnect();
    00883       }
    00884 #endif /* ENABLE_NETWORK */
    00885
    00886       switch (ogm) {
    00887         default:
    00888         case GM_MENU:   LoadIntroGame();      break;
    00889         case GM_EDITOR: MakeNewEditorWorld(); break;
    00890       }
    00891       return false;
    00892
    00893     default:
    00894       _game_mode = ogm;
    00895       return false;
    00896   }
    00897 }
    00898
    00899 void SwitchToMode(SwitchMode new_mode)
    00900 {
    00901 #ifdef ENABLE_NETWORK
    00902   /* If we are saving something, the network stays in his current state */
    00903   if (new_mode != SM_SAVE) {
    00904     /* If the network is active, make it not-active */
    00905     if (_networking) {
    00906       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
    00907         NetworkReboot();
    00908       } else {
    00909         NetworkDisconnect();
    00910       }
    00911     }
    00912
    00913     /* If we are a server, we restart the server */
    00914     if (_is_network_server) {
    00915       /* But not if we are going to the menu */
    00916       if (new_mode != SM_MENU) {
    00917         /* check if we should reload the config */
    00918         if (_settings_client.network.reload_cfg) {
    00919           LoadFromConfig();
    00920           MakeNewgameSettingsLive();
    00921           ResetGRFConfig(false);
    00922         }
    00923         NetworkServerStart();
    00924       } else {
    00925         /* This client no longer wants to be a network-server */
    00926         _is_network_server = false;
    00927       }
    00928     }
    00929   }
    00930 #endif /* ENABLE_NETWORK */
    00931   /* Make sure all AI controllers are gone at quiting game */
    00932   if (new_mode != SM_SAVE) AI::KillAll();
    00933
    00934   switch (new_mode) {
    00935     case SM_EDITOR: // Switch to scenario editor
    00936       MakeNewEditorWorld();
    00937       break;
    00938
    00939     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
    00940     case SM_NEWGAME: // New Game --> 'Random game'
    00941 #ifdef ENABLE_NETWORK
    00942       if (_network_server) {
    00943         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
    00944       }
    00945 #endif /* ENABLE_NETWORK */
    00946       MakeNewGame(false, new_mode == SM_NEWGAME);
    00947       break;
    00948
    00949     case SM_LOAD: { // Load game, Play Scenario
    00950       ResetGRFConfig(true);
    00951       ResetWindowSystem();
    00952
    00953       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
    00954         SetDParamStr(0, GetSaveLoadErrorString());
    00955         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    00956       } else {
    00957         if (_saveload_mode == SLD_LOAD_SCENARIO) {
    00958           StartupEngines();
    00959         }
    00960         /* Update the local company for a loaded game. It is either always
    00961          * company #1 (eg 0) or in the case of a dedicated server a spectator */
    00962         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
    00963         /* Execute the game-start script */
    00964         IConsoleCmdExec("exec scripts/game_start.scr 0");
    00965         /* Decrease pause counter (was increased from opening load dialog) */
    00966         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    00967 #ifdef ENABLE_NETWORK
    00968         if (_network_server) {
    00969           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
    00970         }
    00971 #endif /* ENABLE_NETWORK */
    00972       }
    00973       break;
    00974     }
    00975
    00976     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
    00977 #ifdef ENABLE_NETWORK
    00978       if (_network_server) {
    00979         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
    00980       }
    00981 #endif /* ENABLE_NETWORK */
    00982       MakeNewGame(true, true);
    00983       break;
    00984
    00985     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
    00986       SetLocalCompany(OWNER_NONE);
    00987
    00988       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    00989       MarkWholeScreenDirty();
    00990       break;
    00991
    00992     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
    00993       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
    00994         SetLocalCompany(OWNER_NONE);
    00995         _settings_newgame.game_creation.starting_year = _cur_year;
    00996         /* Cancel the saveload pausing */
    00997         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
    00998       } else {
    00999         SetDParamStr(0, GetSaveLoadErrorString());
    01000         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01001       }
    01002       break;
    01003     }
    01004
    01005     case SM_MENU: // Switch to game intro menu
    01006       LoadIntroGame();
    01007       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
    01008         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
    01009         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
    01010       }
    01011       break;
    01012
    01013     case SM_SAVE: // Save game
    01014       /* Make network saved games on pause compatible to singleplayer */
    01015       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
    01016         SetDParamStr(0, GetSaveLoadErrorString());
    01017         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
    01018       } else {
    01019         DeleteWindowById(WC_SAVELOAD, 0);
    01020       }
    01021       break;
    01022
    01023     case SM_GENRANDLAND: // Generate random land within scenario editor
    01024       SetLocalCompany(OWNER_NONE);
    01025       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
    01026       /* XXX: set date */
    01027       MarkWholeScreenDirty();
    01028       break;
    01029
    01030     default: NOT_REACHED();
    01031   }
    01032
    01033   if (_switch_mode_errorstr != INVALID_STRING_ID) {
    01034     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
    01035     _switch_mode_errorstr = INVALID_STRING_ID;
    01036   }
    01037 }
    01038
    01039
    01046 static void CheckCaches()
    01047 {
    01048   /* Return here so it is easy to add checks that are run
    01049    * always to aid testing of caches. */
    01050   if (_debug_desync_level <= 1) return;
    01051
    01052   /* Strict checking of the road stop cache entries */
    01053   const RoadStop *rs;
    01054   FOR_ALL_ROADSTOPS(rs) {
    01055     if (IsStandardRoadStopTile(rs->xy)) continue;
    01056
    01057     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
    01058     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
    01059     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
    01060   }
    01061
    01062   Vehicle *v;
    01063   FOR_ALL_VEHICLES(v) {
    01064     extern void FillNewGRFVehicleCache(const Vehicle *v);
    01065     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
    01066
    01067     uint length = 0;
    01068     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
    01069
    01070     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
    01071     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
    01072     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
    01073     TrainCache         *tra_cache = CallocT<TrainCache>(length);
    01074
    01075     length = 0;
    01076     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01077       FillNewGRFVehicleCache(u);
    01078       grf_cache[length] = u->grf_cache;
    01079       veh_cache[length] = u->vcache;
    01080       switch (u->type) {
    01081         case VEH_TRAIN:
    01082           gro_cache[length] = Train::From(u)->gcache;
    01083           tra_cache[length] = Train::From(u)->tcache;
    01084           break;
    01085         case VEH_ROAD:
    01086           gro_cache[length] = RoadVehicle::From(u)->gcache;
    01087           break;
    01088         default:
    01089           break;
    01090       }
    01091       length++;
    01092     }
    01093
    01094     switch (v->type) {
    01095       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
    01096       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
    01097       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
    01098       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
    01099       default: break;
    01100     }
    01101
    01102     length = 0;
    01103     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
    01104       FillNewGRFVehicleCache(u);
    01105       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
    01106         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);
    01107       }
    01108       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
    01109         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);
    01110       }
    01111       switch (u->type) {
    01112         case VEH_TRAIN:
    01113           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01114             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);
    01115           }
    01116           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
    01117             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
    01118           }
    01119           break;
    01120         case VEH_ROAD:
    01121           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
    01122             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);
    01123           }
    01124           break;
    01125         default:
    01126           break;
    01127       }
    01128       length++;
    01129     }
    01130
    01131     free(grf_cache);
    01132     free(veh_cache);
    01133     free(gro_cache);
    01134     free(tra_cache);
    01135   }
    01136
    01137   /* Check whether the caches are still valid */
    01138   FOR_ALL_VEHICLES(v) {
    01139     byte buff[sizeof(VehicleCargoList)];
    01140     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
    01141     v->cargo.InvalidateCache();
    01142     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
    01143   }
    01144
    01145   Station *st;
    01146   FOR_ALL_STATIONS(st) {
    01147     for (CargoID c = 0; c < NUM_CARGO; c++) {
    01148       byte buff[sizeof(StationCargoList)];
    01149       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
    01150       st->goods[c].cargo.InvalidateCache();
    01151       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
    01152     }
    01153   }
    01154 }
    01155
    01161 void StateGameLoop()
    01162 {
    01163   /* dont execute the state loop during pause */
    01164   if (_pause_mode != PM_UNPAUSED) {
    01165     UpdateLandscapingLimits();
    01166     CallWindowTickEvent();
    01167     return;
    01168   }
    01169   if (IsGeneratingWorld()) return;
    01170
    01171   ClearStorageChanges(false);
    01172
    01173   if (_game_mode == GM_EDITOR) {
    01174     RunTileLoop();
    01175     CallVehicleTicks();
    01176     CallLandscapeTick();
    01177     ClearStorageChanges(true);
    01178     UpdateLandscapingLimits();
    01179
    01180     CallWindowTickEvent();
    01181     NewsLoop();
    01182   } else {
    01183     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
    01184       /* Save the desync savegame if needed. */
    01185       char name[MAX_PATH];
    01186       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
    01187       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
    01188     }
    01189
    01190     CheckCaches();
    01191
    01192     /* All these actions has to be done from OWNER_NONE
    01193      *  for multiplayer compatibility */
    01194     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
    01195
    01196     AnimateAnimatedTiles();
    01197     IncreaseDate();
    01198     RunTileLoop();
    01199     CallVehicleTicks();
    01200     CallLandscapeTick();
    01201     ClearStorageChanges(true);
    01202
    01203     AI::GameLoop();
    01204     UpdateLandscapingLimits();
    01205
    01206     CallWindowTickEvent();
    01207     NewsLoop();
    01208     cur_company.Restore();
    01209   }
    01210
    01211   assert(IsLocalCompany());
    01212 }
    01213
    01218 static void DoAutosave()
    01219 {
    01220   char buf[MAX_PATH];
    01221
    01222 #if defined(PSP)
    01223   /* Autosaving in networking is too time expensive for the PSP */
    01224   if (_networking) return;
    01225 #endif /* PSP */
    01226
    01227   if (_settings_client.gui.keep_all_autosave) {
    01228     GenerateDefaultSaveName(buf, lastof(buf));
    01229     strecat(buf, ".sav", lastof(buf));
    01230   } else {
    01231     static int _autosave_ctr = 0;
    01232
    01233     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
    01234     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
    01235
    01236     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
    01237   }
    01238
    01239   DEBUG(sl, 2, "Autosaving to '%s'", buf);
    01240   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
    01241     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
    01242   }
    01243 }
    01244
    01245 void GameLoop()
    01246 {
    01247   ProcessAsyncSaveFinish();
    01248
    01249   /* autosave game? */
    01250   if (_do_autosave) {
    01251     _do_autosave = false;
    01252     DoAutosave();
    01253     SetWindowDirty(WC_STATUS_BAR, 0);
    01254   }
    01255
    01256   /* switch game mode? */
    01257   if (_switch_mode != SM_NONE) {
    01258     SwitchToMode(_switch_mode);
    01259     _switch_mode = SM_NONE;
    01260   }
    01261
    01262   IncreaseSpriteLRU();
    01263   InteractiveRandom();
    01264
    01265   extern int _caret_timer;
    01266   _caret_timer += 3;
    01267   CursorTick();
    01268
    01269 #ifdef ENABLE_NETWORK
    01270   /* Check for UDP stuff */
    01271   if (_network_available) NetworkUDPGameLoop();
    01272
    01273   if (_networking && !IsGeneratingWorld()) {
    01274     /* Multiplayer */
    01275     NetworkGameLoop();
    01276   } else {
    01277     if (_network_reconnect > 0 && --_network_reconnect == 0) {
    01278       /* This means that we want to reconnect to the last host
    01279        * We do this here, because it means that the network is really closed */
    01280       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
    01281     }
    01282     /* Singleplayer */
    01283     StateGameLoop();
    01284   }
    01285
    01286   /* Check chat messages roughly once a second. */
    01287   static uint check_message = 0;
    01288   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
    01289     check_message = 0;
    01290     NetworkChatMessageLoop();
    01291   }
    01292 #else
    01293   StateGameLoop();
    01294 #endif /* ENABLE_NETWORK */
    01295
    01296   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
    01297
    01298   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
    01299
    01300   InputLoop();
    01301
    01302   _sound_driver->MainLoop();
    01303   MusicLoop();
    01304 }