openttd.cpp

Go to the documentation of this file.
00001 /* $Id$ */
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 #include "misc/getoptdata.h"
00063 
00064 
00065 #include "town.h"
00066 #include "industry.h"
00067 
00068 #include "linkgraph/linkgraph.h"
00069 
00070 #include <stdarg.h>
00071 
00072 #include "table/strings.h"
00073 
00075 StringID _switch_mode_errorstr;
00076 
00077 void CallLandscapeTick();
00078 void IncreaseDate();
00079 void DoPaletteAnimations();
00080 void MusicLoop();
00081 void ResetMusic();
00082 void CallWindowTickEvent();
00083 
00084 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00085 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00086 extern void ShowOSErrorBox(const char *buf, bool system);
00087 extern char *_config_file;
00088 
00094 void CDECL usererror(const char *s, ...)
00095 {
00096   va_list va;
00097   char buf[512];
00098 
00099   va_start(va, s);
00100   vsnprintf(buf, lengthof(buf), s, va);
00101   va_end(va);
00102 
00103   ShowOSErrorBox(buf, false);
00104   if (_video_driver != NULL) _video_driver->Stop();
00105 
00106   exit(1);
00107 }
00108 
00114 void CDECL error(const char *s, ...)
00115 {
00116   va_list va;
00117   char buf[512];
00118 
00119   va_start(va, s);
00120   vsnprintf(buf, lengthof(buf), s, va);
00121   va_end(va);
00122 
00123   ShowOSErrorBox(buf, true);
00124 
00125   /* Set the error message for the crash log and then invoke it. */
00126   CrashLog::SetErrorMessage(buf);
00127   abort();
00128 }
00129 
00134 void CDECL ShowInfoF(const char *str, ...)
00135 {
00136   va_list va;
00137   char buf[1024];
00138   va_start(va, str);
00139   vsnprintf(buf, lengthof(buf), str, va);
00140   va_end(va);
00141   ShowInfo(buf);
00142 }
00143 
00147 static void ShowHelp()
00148 {
00149   char buf[8192];
00150   char *p = buf;
00151 
00152   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00153   p = strecpy(p,
00154     "\n"
00155     "\n"
00156     "Command line options:\n"
00157     "  -v drv              = Set video driver (see below)\n"
00158     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00159     "  -m drv              = Set music driver (see below)\n"
00160     "  -b drv              = Set the blitter to use (see below)\n"
00161     "  -r res              = Set resolution (for instance 800x600)\n"
00162     "  -h                  = Display this help text\n"
00163     "  -t year             = Set starting year\n"
00164     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00165     "  -e                  = Start Editor\n"
00166     "  -g [savegame]       = Start new/save game immediately\n"
00167     "  -G seed             = Set random seed\n"
00168 #if defined(ENABLE_NETWORK)
00169     "  -n [ip:port#company]= Start networkgame\n"
00170     "  -p password         = Password to join server\n"
00171     "  -P password         = Password to join company\n"
00172     "  -D [ip][:port]      = Start dedicated server\n"
00173     "  -l ip[:port]        = Redirect DEBUG()\n"
00174 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00175     "  -f                  = Fork into the background (dedicated only)\n"
00176 #endif
00177 #endif /* ENABLE_NETWORK */
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 
00224 static void ParseResolution(Dimension *res, const char *s)
00225 {
00226   const char *t = strchr(s, 'x');
00227   if (t == NULL) {
00228     ShowInfoF("Invalid resolution '%s'", s);
00229     return;
00230   }
00231 
00232   res->width  = max(strtoul(s, NULL, 0), 64UL);
00233   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00234 }
00235 
00236 static void InitializeDynamicVariables()
00237 {
00238   /* Dynamic stuff needs to be initialized somewhere... */
00239   _engine_mngr.ResetToDefaultMapping();
00240   _house_mngr.ResetMapping();
00241   _industry_mngr.ResetMapping();
00242   _industile_mngr.ResetMapping();
00243   _airport_mngr.ResetMapping();
00244   _airporttile_mngr.ResetMapping();
00245 }
00246 
00247 
00252 static void ShutdownGame()
00253 {
00254   IConsoleFree();
00255 
00256   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00257 
00258   DriverFactoryBase::ShutdownDrivers();
00259 
00260   UnInitWindowSystem();
00261 
00262   /* stop the AI */
00263   AI::Uninitialize(false);
00264 
00265   /* Uninitialize variables that are allocated dynamically */
00266   GamelogReset();
00267 
00268   /* Reinitialize the link graphs to forcibly stop the threads.
00269    * If a link graph thread is running while the link graph handlers are
00270    * deleted we get a crash.
00271    */
00272   InitializeLinkGraphs();
00273 
00274 #ifdef ENABLE_NETWORK
00275   free(_config_file);
00276 #endif
00277 
00278   PoolBase::Clean(PT_ALL);
00279 
00280   ResetNewGRFData();
00281 
00282   /* Close all and any open filehandles */
00283   FioCloseAll();
00284 }
00285 
00286 static void LoadIntroGame()
00287 {
00288   _game_mode = GM_MENU;
00289 
00290   ResetGRFConfig(false);
00291 
00292   /* Setup main window */
00293   ResetWindowSystem();
00294   SetupColoursAndInitialWindow();
00295 
00296   /* Load the default opening screen savegame */
00297   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00298     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00299     WaitTillGeneratedWorld();
00300     SetLocalCompany(COMPANY_SPECTATOR);
00301   } else {
00302     SetLocalCompany(COMPANY_FIRST);
00303   }
00304 
00305   _pause_mode = PM_UNPAUSED;
00306   _cursor.fix_at = false;
00307 
00308   CheckForMissingSprites();
00309   CheckForMissingGlyphsInLoadedLanguagePack();
00310 
00311   /* Play main theme */
00312   if (_music_driver->IsSongPlaying()) ResetMusic();
00313 }
00314 
00315 void MakeNewgameSettingsLive()
00316 {
00317 #ifdef ENABLE_AI
00318   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00319     if (_settings_game.ai_config[c] != NULL) {
00320       delete _settings_game.ai_config[c];
00321     }
00322   }
00323 #endif /* ENABLE_AI */
00324 
00325   _settings_game = _settings_newgame;
00326 
00327 #ifdef ENABLE_AI
00328   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00329     _settings_game.ai_config[c] = NULL;
00330     if (_settings_newgame.ai_config[c] != NULL) {
00331       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00332     }
00333   }
00334 #endif /* ENABLE_AI */
00335 }
00336 
00337 #if defined(UNIX) && !defined(__MORPHOS__)
00338 extern void DedicatedFork();
00339 #endif
00340 
00342 static const OptionData _options[] = {
00343    GETOPT_SHORT_VALUE('I'),
00344    GETOPT_SHORT_VALUE('S'),
00345    GETOPT_SHORT_VALUE('M'),
00346    GETOPT_SHORT_VALUE('m'),
00347    GETOPT_SHORT_VALUE('s'),
00348    GETOPT_SHORT_VALUE('v'),
00349    GETOPT_SHORT_VALUE('b'),
00350 #if defined(ENABLE_NETWORK)
00351   GETOPT_SHORT_OPTVAL('D'),
00352   GETOPT_SHORT_OPTVAL('n'),
00353    GETOPT_SHORT_VALUE('l'),
00354    GETOPT_SHORT_VALUE('p'),
00355    GETOPT_SHORT_VALUE('P'),
00356 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00357    GETOPT_SHORT_NOVAL('f'),
00358 #endif
00359 #endif /* ENABLE_NETWORK */
00360    GETOPT_SHORT_VALUE('r'),
00361    GETOPT_SHORT_VALUE('t'),
00362   GETOPT_SHORT_OPTVAL('d'),
00363    GETOPT_SHORT_NOVAL('e'),
00364   GETOPT_SHORT_OPTVAL('g'),
00365    GETOPT_SHORT_VALUE('G'),
00366    GETOPT_SHORT_VALUE('c'),
00367    GETOPT_SHORT_NOVAL('x'),
00368    GETOPT_SHORT_NOVAL('h'),
00369   GETOPT_END()
00370 };
00371 
00372 
00373 int ttd_main(int argc, char *argv[])
00374 {
00375   char *musicdriver = NULL;
00376   char *sounddriver = NULL;
00377   char *videodriver = NULL;
00378   char *blitter = NULL;
00379   char *graphics_set = NULL;
00380   char *sounds_set = NULL;
00381   char *music_set = NULL;
00382   Dimension resolution = {0, 0};
00383   Year startyear = INVALID_YEAR;
00384   uint generation_seed = GENERATE_NEW_SEED;
00385   bool save_config = true;
00386 #if defined(ENABLE_NETWORK)
00387   bool dedicated = false;
00388   bool network   = false;
00389   char *network_conn = NULL;
00390   char *debuglog_conn = NULL;
00391   char *dedicated_host = NULL;
00392   uint16 dedicated_port = 0;
00393   char *join_server_password = NULL;
00394   char *join_company_password = NULL;
00395 
00396   extern bool _dedicated_forks;
00397   _dedicated_forks = false;
00398 #endif /* ENABLE_NETWORK */
00399 
00400   _game_mode = GM_MENU;
00401   _switch_mode = SM_MENU;
00402   _switch_mode_errorstr = INVALID_STRING_ID;
00403   _config_file = NULL;
00404 
00405   GetOptData mgo(argc - 1, argv + 1, _options);
00406 
00407   int i;
00408   while ((i = mgo.GetOpt()) != -1) {
00409     switch (i) {
00410     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00411     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00412     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00413     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00414     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00415     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00416     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00417 #if defined(ENABLE_NETWORK)
00418     case 'D':
00419       free(musicdriver);
00420       free(sounddriver);
00421       free(videodriver);
00422       free(blitter);
00423       musicdriver = strdup("null");
00424       sounddriver = strdup("null");
00425       videodriver = strdup("dedicated");
00426       blitter = strdup("null");
00427       dedicated = true;
00428       SetDebugString("net=6");
00429       if (mgo.opt != NULL) {
00430         /* Use the existing method for parsing (openttd -n).
00431          * However, we do ignore the #company part. */
00432         const char *temp = NULL;
00433         const char *port = NULL;
00434         ParseConnectionString(&temp, &port, mgo.opt);
00435         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00436         if (port != NULL) dedicated_port = atoi(port);
00437       }
00438       break;
00439     case 'f': _dedicated_forks = true; break;
00440     case 'n':
00441       network = true;
00442       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00443       break;
00444     case 'l':
00445       debuglog_conn = mgo.opt;
00446       break;
00447     case 'p':
00448       join_server_password = mgo.opt;
00449       break;
00450     case 'P':
00451       join_company_password = mgo.opt;
00452       break;
00453 #endif /* ENABLE_NETWORK */
00454     case 'r': ParseResolution(&resolution, mgo.opt); break;
00455     case 't': startyear = atoi(mgo.opt); break;
00456     case 'd': {
00457 #if defined(WIN32)
00458         CreateConsole();
00459 #endif
00460         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00461         break;
00462       }
00463     case 'e': _switch_mode = SM_EDITOR; break;
00464     case 'g':
00465       if (mgo.opt != NULL) {
00466         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00467         _switch_mode = SM_LOAD_GAME;
00468         _file_to_saveload.mode = SL_LOAD;
00469 
00470         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00471         const char *t = strrchr(_file_to_saveload.name, '.');
00472         if (t != NULL) {
00473           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00474           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00475         }
00476 
00477         break;
00478       }
00479 
00480       _switch_mode = SM_NEWGAME;
00481       /* Give a random map if no seed has been given */
00482       if (generation_seed == GENERATE_NEW_SEED) {
00483         generation_seed = InteractiveRandom();
00484       }
00485       break;
00486     case 'G': generation_seed = atoi(mgo.opt); break;
00487     case 'c': _config_file = strdup(mgo.opt); break;
00488     case 'x': save_config = false; break;
00489     case 'h':
00490       i = -2; // Force printing of help.
00491       break;
00492     }
00493     if (i == -2) break;
00494   }
00495 
00496   if (i == -2 || mgo.numleft > 0) {
00497     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00498      * In all cases, print the help, and exit.
00499      *
00500      * The next two functions are needed to list the graphics sets. We can't do them earlier
00501      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00502     DeterminePaths(argv[0]);
00503     BaseGraphics::FindSets();
00504     BaseSounds::FindSets();
00505     BaseMusic::FindSets();
00506     ShowHelp();
00507     return 0;
00508   }
00509 
00510 #if defined(WINCE) && defined(_DEBUG)
00511   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00512   SetDebugString("4");
00513 #endif
00514 
00515   DeterminePaths(argv[0]);
00516   BaseGraphics::FindSets();
00517   BaseSounds::FindSets();
00518   BaseMusic::FindSets();
00519 
00520 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
00521   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00522   if (_dedicated_forks) DedicatedFork();
00523 #endif
00524 
00525   TarScanner::DoScan();
00526   AI::Initialize();
00527   LoadFromConfig();
00528   AI::Uninitialize(true);
00529   CheckConfig();
00530   LoadFromHighScore();
00531   LoadHotkeysFromConfig();
00532 
00533   if (resolution.width != 0) { _cur_resolution = resolution; }
00534   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00535   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00536 
00537   /*
00538    * The width and height must be at least 1 pixel and width times
00539    * height must still fit within a 32 bits integer, this way all
00540    * internal drawing routines work correctly.
00541    */
00542   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00543   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00544 
00545 #if defined(ENABLE_NETWORK)
00546   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00547   if (dedicated_host != NULL) {
00548     _network_bind_list.Clear();
00549     *_network_bind_list.Append() = strdup(dedicated_host);
00550   }
00551   if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00552   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00553 #endif /* ENABLE_NETWORK */
00554 
00555   /* enumerate language files */
00556   InitializeLanguagePacks();
00557 
00558   /* initialize screenshot formats */
00559   InitializeScreenshotFormats();
00560 
00561   /* initialize all variables that are allocated dynamically */
00562   InitializeDynamicVariables();
00563 
00564   /* Initialize FreeType */
00565   InitFreeType();
00566 
00567   /* This must be done early, since functions use the SetWindowDirty* calls */
00568   InitWindowSystem();
00569 
00570   /* Look for the sounds before the graphics. Otherwise none would be set and
00571    * the first initialisation of the video happens on the wrong data. Now it
00572    * can do the first initialisation right. */
00573   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00574   if (!BaseSounds::SetSet(sounds_set)) {
00575     StrEmpty(sounds_set) ?
00576       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00577       usererror("Failed to select requested sounds set '%s'", sounds_set);
00578   }
00579   free(sounds_set);
00580 
00581   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00582   if (!BaseGraphics::SetSet(graphics_set)) {
00583     StrEmpty(graphics_set) ?
00584       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00585       usererror("Failed to select requested graphics set '%s'", graphics_set);
00586   }
00587   free(graphics_set);
00588 
00589   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00590   if (!BaseMusic::SetSet(music_set)) {
00591     StrEmpty(music_set) ?
00592       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00593       usererror("Failed to select requested music set '%s'", music_set);
00594   }
00595   free(music_set);
00596 
00597   /* Initialize game palette */
00598   GfxInitPalettes();
00599 
00600   DEBUG(misc, 1, "Loading blitter...");
00601   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00602   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00603     StrEmpty(blitter) ?
00604       usererror("Failed to autoprobe blitter") :
00605       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00606   }
00607   free(blitter);
00608 
00609   DEBUG(driver, 1, "Loading drivers...");
00610 
00611   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00612   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00613   if (_sound_driver == NULL) {
00614     StrEmpty(sounddriver) ?
00615       usererror("Failed to autoprobe sound driver") :
00616       usererror("Failed to select requested sound driver '%s'", sounddriver);
00617   }
00618   free(sounddriver);
00619 
00620   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00621   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00622   if (_video_driver == NULL) {
00623     StrEmpty(videodriver) ?
00624       usererror("Failed to autoprobe video driver") :
00625       usererror("Failed to select requested video driver '%s'", videodriver);
00626   }
00627   free(videodriver);
00628 
00629   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00630   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00631   if (_music_driver == NULL) {
00632     StrEmpty(musicdriver) ?
00633       usererror("Failed to autoprobe music driver") :
00634       usererror("Failed to select requested music driver '%s'", musicdriver);
00635   }
00636   free(musicdriver);
00637 
00638   /* Initialize the zoom level of the screen to normal */
00639   _screen.zoom = ZOOM_LVL_NORMAL;
00640 
00641   /* restore saved music volume */
00642   _music_driver->SetVolume(_settings_client.music.music_vol);
00643 
00644   NetworkStartUp(); // initialize network-core
00645 
00646 #if defined(ENABLE_NETWORK)
00647   if (debuglog_conn != NULL && _network_available) {
00648     const char *not_used = NULL;
00649     const char *port = NULL;
00650     uint16 rport;
00651 
00652     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00653 
00654     ParseConnectionString(&not_used, &port, debuglog_conn);
00655     if (port != NULL) rport = atoi(port);
00656 
00657     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00658   }
00659 #endif /* ENABLE_NETWORK */
00660 
00661   ScanNewGRFFiles();
00662 
00663   ResetGRFConfig(false);
00664 
00665   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00666   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00667 
00668   /* initialize the ingame console */
00669   IConsoleInit();
00670   _cursor.in_window = true;
00671   InitializeGUI();
00672   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00673 
00674   /* Take our initial lock on whatever we might want to do! */
00675   _genworld_paint_mutex->BeginCritical();
00676   _genworld_mapgen_mutex->BeginCritical();
00677 
00678   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00679   WaitTillGeneratedWorld();
00680 
00681   CheckForMissingGlyphsInLoadedLanguagePack();
00682 
00683 #ifdef ENABLE_NETWORK
00684   if (network && _network_available) {
00685     if (network_conn != NULL) {
00686       const char *port = NULL;
00687       const char *company = NULL;
00688       uint16 rport = NETWORK_DEFAULT_PORT;
00689       CompanyID join_as = COMPANY_NEW_COMPANY;
00690 
00691       ParseConnectionString(&company, &port, network_conn);
00692 
00693       if (company != NULL) {
00694         join_as = (CompanyID)atoi(company);
00695 
00696         if (join_as != COMPANY_SPECTATOR) {
00697           join_as--;
00698           if (join_as >= MAX_COMPANIES) return false;
00699         }
00700       }
00701       if (port != NULL) rport = atoi(port);
00702 
00703       LoadIntroGame();
00704       _switch_mode = SM_NONE;
00705       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00706     }
00707   }
00708 #endif /* ENABLE_NETWORK */
00709 
00710   _video_driver->MainLoop();
00711 
00712   WaitTillSaved();
00713 
00714   /* only save config if we have to */
00715   if (save_config) {
00716     SaveToConfig();
00717     SaveHotkeysToConfig();
00718     SaveToHighScore();
00719   }
00720 
00721   /* Reset windowing system, stop drivers, free used memory, ... */
00722   ShutdownGame();
00723 
00724   free(const_cast<char *>(BaseGraphics::ini_set));
00725   free(const_cast<char *>(BaseSounds::ini_set));
00726   free(const_cast<char *>(BaseMusic::ini_set));
00727   free(_ini_musicdriver);
00728   free(_ini_sounddriver);
00729   free(_ini_videodriver);
00730   free(_ini_blitter);
00731 
00732   return 0;
00733 }
00734 
00735 void HandleExitGameRequest()
00736 {
00737   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00738     _exit_game = true;
00739   } else if (_settings_client.gui.autosave_on_exit) {
00740     DoExitSave();
00741     _exit_game = true;
00742   } else {
00743     AskExitGame();
00744   }
00745 }
00746 
00747 static void MakeNewGameDone()
00748 {
00749   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00750 
00751   /* In a dedicated server, the server does not play */
00752   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00753     SetLocalCompany(COMPANY_SPECTATOR);
00754     IConsoleCmdExec("exec scripts/game_start.scr 0");
00755     return;
00756   }
00757 
00758   /* Create a single company */
00759   DoStartupNewCompany(false);
00760 
00761   Company *c = Company::Get(COMPANY_FIRST);
00762   c->settings = _settings_client.company;
00763 
00764   IConsoleCmdExec("exec scripts/game_start.scr 0");
00765 
00766   SetLocalCompany(COMPANY_FIRST);
00767 
00768   InitializeRailGUI();
00769 
00770 #ifdef ENABLE_NETWORK
00771   /* We are the server, we start a new company (not dedicated),
00772    * so set the default password *if* needed. */
00773   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00774     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00775   }
00776 #endif /* ENABLE_NETWORK */
00777 
00778   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00779 
00780   MarkWholeScreenDirty();
00781 }
00782 
00783 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00784 {
00785   _game_mode = GM_NORMAL;
00786 
00787   ResetGRFConfig(true);
00788   InitializeDynamicVariables();
00789 
00790   GenerateWorldSetCallback(&MakeNewGameDone);
00791   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00792 }
00793 
00794 static void MakeNewEditorWorldDone()
00795 {
00796   SetLocalCompany(OWNER_NONE);
00797 }
00798 
00799 static void MakeNewEditorWorld()
00800 {
00801   _game_mode = GM_EDITOR;
00802 
00803   ResetGRFConfig(true);
00804 
00805   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00806   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00807 }
00808 
00819 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00820 {
00821   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00822   GameMode ogm = _game_mode;
00823 
00824   _game_mode = newgm;
00825 
00826   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00827     case SL_OK: return true;
00828 
00829     case SL_REINIT:
00830 #ifdef ENABLE_NETWORK
00831       if (_network_dedicated) {
00832         /*
00833          * We need to reinit a network map...
00834          * We can't simply load the intro game here as that game has many
00835          * special cases which make clients desync immediately. So we fall
00836          * back to just generating a new game with the current settings.
00837          */
00838         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00839         MakeNewGame(false, true);
00840         return false;
00841       }
00842       if (_network_server) {
00843         /* We can't load the intro game as server, so disconnect first. */
00844         NetworkDisconnect();
00845       }
00846 #endif /* ENABLE_NETWORK */
00847 
00848       switch (ogm) {
00849         default:
00850         case GM_MENU:   LoadIntroGame();      break;
00851         case GM_EDITOR: MakeNewEditorWorld(); break;
00852       }
00853       return false;
00854 
00855     default:
00856       _game_mode = ogm;
00857       return false;
00858   }
00859 }
00860 
00861 void SwitchToMode(SwitchMode new_mode)
00862 {
00863 #ifdef ENABLE_NETWORK
00864   /* If we are saving something, the network stays in his current state */
00865   if (new_mode != SM_SAVE_GAME) {
00866     /* If the network is active, make it not-active */
00867     if (_networking) {
00868       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00869         NetworkReboot();
00870       } else {
00871         NetworkDisconnect();
00872       }
00873     }
00874 
00875     /* If we are a server, we restart the server */
00876     if (_is_network_server) {
00877       /* But not if we are going to the menu */
00878       if (new_mode != SM_MENU) {
00879         /* check if we should reload the config */
00880         if (_settings_client.network.reload_cfg) {
00881           LoadFromConfig();
00882           MakeNewgameSettingsLive();
00883           ResetGRFConfig(false);
00884         }
00885         NetworkServerStart();
00886       } else {
00887         /* This client no longer wants to be a network-server */
00888         _is_network_server = false;
00889       }
00890     }
00891   }
00892 #endif /* ENABLE_NETWORK */
00893   /* Make sure all AI controllers are gone at quiting game */
00894   if (new_mode != SM_SAVE_GAME) AI::KillAll();
00895 
00896   switch (new_mode) {
00897     case SM_EDITOR: // Switch to scenario editor
00898       MakeNewEditorWorld();
00899       break;
00900 
00901     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00902     case SM_NEWGAME: // New Game --> 'Random game'
00903 #ifdef ENABLE_NETWORK
00904       if (_network_server) {
00905         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00906       }
00907 #endif /* ENABLE_NETWORK */
00908       MakeNewGame(false, new_mode == SM_NEWGAME);
00909       break;
00910 
00911     case SM_LOAD_GAME: { // Load game, Play Scenario
00912       ResetGRFConfig(true);
00913       ResetWindowSystem();
00914 
00915       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
00916         SetDParamStr(0, GetSaveLoadErrorString());
00917         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00918       } else {
00919         if (_saveload_mode == SLD_LOAD_SCENARIO) {
00920           StartupEngines();
00921         }
00922         /* Update the local company for a loaded game. It is either always
00923          * company #1 (eg 0) or in the case of a dedicated server a spectator */
00924         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
00925         /* Execute the game-start script */
00926         IConsoleCmdExec("exec scripts/game_start.scr 0");
00927         /* Decrease pause counter (was increased from opening load dialog) */
00928         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00929 #ifdef ENABLE_NETWORK
00930         if (_network_server) {
00931           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
00932         }
00933 #endif /* ENABLE_NETWORK */
00934       }
00935       break;
00936     }
00937 
00938     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
00939 #ifdef ENABLE_NETWORK
00940       if (_network_server) {
00941         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
00942       }
00943 #endif /* ENABLE_NETWORK */
00944       MakeNewGame(true, true);
00945       break;
00946 
00947     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
00948       SetLocalCompany(OWNER_NONE);
00949 
00950       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00951       MarkWholeScreenDirty();
00952       break;
00953 
00954     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
00955       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
00956         SetLocalCompany(OWNER_NONE);
00957         _settings_newgame.game_creation.starting_year = _cur_year;
00958         /* Cancel the saveload pausing */
00959         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00960       } else {
00961         SetDParamStr(0, GetSaveLoadErrorString());
00962         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00963       }
00964       break;
00965     }
00966 
00967     case SM_MENU: // Switch to game intro menu
00968       LoadIntroGame();
00969       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
00970         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
00971         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
00972       }
00973       break;
00974 
00975     case SM_SAVE_GAME: // Save game.
00976       /* Make network saved games on pause compatible to singleplayer */
00977       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
00978         SetDParamStr(0, GetSaveLoadErrorString());
00979         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00980       } else {
00981         DeleteWindowById(WC_SAVELOAD, 0);
00982       }
00983       break;
00984 
00985     case SM_SAVE_HEIGHTMAP: // Save heightmap.
00986       MakeHeightmapScreenshot(_file_to_saveload.name);
00987       DeleteWindowById(WC_SAVELOAD, 0);
00988       break;
00989 
00990     case SM_GENRANDLAND: // Generate random land within scenario editor
00991       SetLocalCompany(OWNER_NONE);
00992       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00993       /* XXX: set date */
00994       MarkWholeScreenDirty();
00995       break;
00996 
00997     default: NOT_REACHED();
00998   }
00999 
01000   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01001     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
01002     _switch_mode_errorstr = INVALID_STRING_ID;
01003   }
01004 }
01005 
01006 
01013 static void CheckCaches()
01014 {
01015   /* Return here so it is easy to add checks that are run
01016    * always to aid testing of caches. */
01017   if (_debug_desync_level <= 1) return;
01018 
01019   /* Strict checking of the road stop cache entries */
01020   const RoadStop *rs;
01021   FOR_ALL_ROADSTOPS(rs) {
01022     if (IsStandardRoadStopTile(rs->xy)) continue;
01023 
01024     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01025     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01026     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01027   }
01028 
01029   Vehicle *v;
01030   FOR_ALL_VEHICLES(v) {
01031     extern void FillNewGRFVehicleCache(const Vehicle *v);
01032     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01033 
01034     uint length = 0;
01035     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01036 
01037     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01038     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01039     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01040     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01041 
01042     length = 0;
01043     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01044       FillNewGRFVehicleCache(u);
01045       grf_cache[length] = u->grf_cache;
01046       veh_cache[length] = u->vcache;
01047       switch (u->type) {
01048         case VEH_TRAIN:
01049           gro_cache[length] = Train::From(u)->gcache;
01050           tra_cache[length] = Train::From(u)->tcache;
01051           break;
01052         case VEH_ROAD:
01053           gro_cache[length] = RoadVehicle::From(u)->gcache;
01054           break;
01055         default:
01056           break;
01057       }
01058       length++;
01059     }
01060 
01061     switch (v->type) {
01062       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01063       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01064       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01065       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01066       default: break;
01067     }
01068 
01069     length = 0;
01070     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01071       FillNewGRFVehicleCache(u);
01072       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01073         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);
01074       }
01075       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01076         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);
01077       }
01078       switch (u->type) {
01079         case VEH_TRAIN:
01080           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01081             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);
01082           }
01083           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01084             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01085           }
01086           break;
01087         case VEH_ROAD:
01088           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01089             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);
01090           }
01091           break;
01092         default:
01093           break;
01094       }
01095       length++;
01096     }
01097 
01098     free(grf_cache);
01099     free(veh_cache);
01100     free(gro_cache);
01101     free(tra_cache);
01102   }
01103 
01104   /* Check whether the caches are still valid */
01105   FOR_ALL_VEHICLES(v) {
01106     byte buff[sizeof(VehicleCargoList)];
01107     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01108     v->cargo.InvalidateCache();
01109     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01110   }
01111 
01112   Station *st;
01113   FOR_ALL_STATIONS(st) {
01114     for (CargoID c = 0; c < NUM_CARGO; c++) {
01115       byte buff[sizeof(StationCargoList)];
01116       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01117       st->goods[c].cargo.InvalidateCache();
01118       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01119     }
01120   }
01121 }
01122 
01128 void StateGameLoop()
01129 {
01130   /* dont execute the state loop during pause */
01131   if (_pause_mode != PM_UNPAUSED) {
01132     UpdateLandscapingLimits();
01133     CallWindowTickEvent();
01134     return;
01135   }
01136   if (IsGeneratingWorld()) return;
01137 
01138   ClearStorageChanges(false);
01139 
01140   if (_game_mode == GM_EDITOR) {
01141     RunTileLoop();
01142     CallVehicleTicks();
01143     CallLandscapeTick();
01144     ClearStorageChanges(true);
01145     UpdateLandscapingLimits();
01146 
01147     CallWindowTickEvent();
01148     NewsLoop();
01149   } else {
01150     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01151       /* Save the desync savegame if needed. */
01152       char name[MAX_PATH];
01153       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01154       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01155     }
01156 
01157     CheckCaches();
01158 
01159     /* All these actions has to be done from OWNER_NONE
01160      *  for multiplayer compatibility */
01161     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01162 
01163     AnimateAnimatedTiles();
01164     IncreaseDate();
01165     RunTileLoop();
01166     CallVehicleTicks();
01167     CallLandscapeTick();
01168     ClearStorageChanges(true);
01169 
01170     AI::GameLoop();
01171     UpdateLandscapingLimits();
01172 
01173     CallWindowTickEvent();
01174     NewsLoop();
01175     cur_company.Restore();
01176   }
01177 
01178   assert(IsLocalCompany());
01179 }
01180 
01185 static void DoAutosave()
01186 {
01187   char buf[MAX_PATH];
01188 
01189 #if defined(PSP)
01190   /* Autosaving in networking is too time expensive for the PSP */
01191   if (_networking) return;
01192 #endif /* PSP */
01193 
01194   if (_settings_client.gui.keep_all_autosave) {
01195     GenerateDefaultSaveName(buf, lastof(buf));
01196     strecat(buf, ".sav", lastof(buf));
01197   } else {
01198     static int _autosave_ctr = 0;
01199 
01200     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01201     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01202 
01203     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01204   }
01205 
01206   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01207   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01208     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01209   }
01210 }
01211 
01212 void GameLoop()
01213 {
01214   ProcessAsyncSaveFinish();
01215 
01216   /* autosave game? */
01217   if (_do_autosave) {
01218     _do_autosave = false;
01219     DoAutosave();
01220     SetWindowDirty(WC_STATUS_BAR, 0);
01221   }
01222 
01223   /* switch game mode? */
01224   if (_switch_mode != SM_NONE) {
01225     SwitchToMode(_switch_mode);
01226     _switch_mode = SM_NONE;
01227   }
01228 
01229   IncreaseSpriteLRU();
01230   InteractiveRandom();
01231 
01232   extern int _caret_timer;
01233   _caret_timer += 3;
01234   CursorTick();
01235 
01236 #ifdef ENABLE_NETWORK
01237   /* Check for UDP stuff */
01238   if (_network_available) NetworkUDPGameLoop();
01239 
01240   if (_networking && !IsGeneratingWorld()) {
01241     /* Multiplayer */
01242     NetworkGameLoop();
01243   } else {
01244     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01245       /* This means that we want to reconnect to the last host
01246        * We do this here, because it means that the network is really closed */
01247       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01248     }
01249     /* Singleplayer */
01250     StateGameLoop();
01251   }
01252 
01253   /* Check chat messages roughly once a second. */
01254   static uint check_message = 0;
01255   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01256     check_message = 0;
01257     NetworkChatMessageLoop();
01258   }
01259 #else
01260   StateGameLoop();
01261 #endif /* ENABLE_NETWORK */
01262 
01263   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01264 
01265   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01266 
01267   InputLoop();
01268 
01269   _sound_driver->MainLoop();
01270   MusicLoop();
01271 }

Generated on Sun Jun 5 04:20:00 2011 for OpenTTD by  doxygen 1.6.1