openttd.cpp

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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 "command_queue.h"
00029 #include "news_func.h"
00030 #include "fios.h"
00031 #include "aircraft.h"
00032 #include "roadveh.h"
00033 #include "train.h"
00034 #include "ship.h"
00035 #include "console_func.h"
00036 #include "screenshot.h"
00037 #include "network/network.h"
00038 #include "network/network_func.h"
00039 #include "signs_base.h"
00040 #include "ai/ai.hpp"
00041 #include "ai/ai_config.hpp"
00042 #include "settings_func.h"
00043 #include "genworld.h"
00044 #include "group.h"
00045 #include "strings_func.h"
00046 #include "date_func.h"
00047 #include "vehicle_func.h"
00048 #include "gamelog.h"
00049 #include "animated_tile_func.h"
00050 #include "roadstop_base.h"
00051 #include "elrail_func.h"
00052 #include "copy_paste.h"
00053 #include "rev.h"
00054 #include "highscore.h"
00055 #include "thread/thread.h"
00056 #include "station_base.h"
00057 #include "crashlog.h"
00058 #include "engine_func.h"
00059 #include "core/random_func.hpp"
00060 #include "rail_gui.h"
00061 #include "core/backup_type.hpp"
00062 #include "hotkeys.h"
00063 #include "newgrf.h"
00064 #include "misc/getoptdata.h"
00065 #include "programmable_signals.h"
00066 
00067 #include "newgrf.h"
00068 
00069 #include "town.h"
00070 #include "industry.h"
00071 
00072 #include "linkgraph/linkgraph.h"
00073 
00074 #include <stdarg.h>
00075 
00076 #include "table/strings.h"
00077 
00079 StringID _switch_mode_errorstr;
00080 
00081 void CallLandscapeTick();
00082 void IncreaseDate();
00083 void DoPaletteAnimations();
00084 void MusicLoop();
00085 void ResetMusic();
00086 void CallWindowTickEvent();
00087 
00088 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00089 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00090 extern void ShowOSErrorBox(const char *buf, bool system);
00091 extern char *_config_file;
00092 
00098 void CDECL usererror(const char *s, ...)
00099 {
00100   va_list va;
00101   char buf[512];
00102 
00103   va_start(va, s);
00104   vsnprintf(buf, lengthof(buf), s, va);
00105   va_end(va);
00106 
00107   ShowOSErrorBox(buf, false);
00108   if (_video_driver != NULL) _video_driver->Stop();
00109 
00110   exit(1);
00111 }
00112 
00118 void CDECL error(const char *s, ...)
00119 {
00120   va_list va;
00121   char buf[512];
00122 
00123   va_start(va, s);
00124   vsnprintf(buf, lengthof(buf), s, va);
00125   va_end(va);
00126 
00127   ShowOSErrorBox(buf, true);
00128 
00129   /* Set the error message for the crash log and then invoke it. */
00130   CrashLog::SetErrorMessage(buf);
00131   abort();
00132 }
00133 
00138 void CDECL ShowInfoF(const char *str, ...)
00139 {
00140   va_list va;
00141   char buf[1024];
00142   va_start(va, str);
00143   vsnprintf(buf, lengthof(buf), str, va);
00144   va_end(va);
00145   ShowInfo(buf);
00146 }
00147 
00151 static void ShowHelp()
00152 {
00153   char buf[8192];
00154   char *p = buf;
00155 
00156   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00157   p = strecpy(p,
00158     "\n"
00159     "\n"
00160     "Command line options:\n"
00161     "  -v drv              = Set video driver (see below)\n"
00162     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00163     "  -m drv              = Set music driver (see below)\n"
00164     "  -b drv              = Set the blitter to use (see below)\n"
00165     "  -r res              = Set resolution (for instance 800x600)\n"
00166     "  -h                  = Display this help text\n"
00167     "  -t year             = Set starting year\n"
00168     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00169     "  -e                  = Start Editor\n"
00170     "  -g [savegame]       = Start new/save game immediately\n"
00171     "  -G seed             = Set random seed\n"
00172 #if defined(ENABLE_NETWORK)
00173     "  -n [ip:port#company]= Start networkgame\n"
00174     "  -p password         = Password to join server\n"
00175     "  -P password         = Password to join company\n"
00176     "  -D [ip][:port]      = Start dedicated server\n"
00177     "  -l ip[:port]        = Redirect DEBUG()\n"
00178 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00179     "  -f                  = Fork into the background (dedicated only)\n"
00180 #endif
00181 #endif /* ENABLE_NETWORK */
00182     "  -I graphics_set     = Force the graphics set (see below)\n"
00183     "  -S sounds_set       = Force the sounds set (see below)\n"
00184     "  -M music_set        = Force the music set (see below)\n"
00185     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00186     "  -x                  = Do not automatically save to config file on exit\n"
00187     "\n",
00188     lastof(buf)
00189   );
00190 
00191   /* List the graphics packs */
00192   p = BaseGraphics::GetSetsList(p, lastof(buf));
00193 
00194   /* List the sounds packs */
00195   p = BaseSounds::GetSetsList(p, lastof(buf));
00196 
00197   /* List the music packs */
00198   p = BaseMusic::GetSetsList(p, lastof(buf));
00199 
00200   /* List the drivers */
00201   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00202 
00203   /* List the blitters */
00204   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00205 
00206   /* We need to initialize the AI, so it finds the AIs */
00207   TarScanner::DoScan();
00208   AI::Initialize();
00209   p = AI::GetConsoleList(p, lastof(buf), true);
00210   AI::Uninitialize(true);
00211 
00212   /* ShowInfo put output to stderr, but version information should go
00213    * to stdout; this is the only exception */
00214 #if !defined(WIN32) && !defined(WIN64)
00215   printf("%s\n", buf);
00216 #else
00217   ShowInfo(buf);
00218 #endif
00219 }
00220 
00221 
00228 static void ParseResolution(Dimension *res, const char *s)
00229 {
00230   const char *t = strchr(s, 'x');
00231   if (t == NULL) {
00232     ShowInfoF("Invalid resolution '%s'", s);
00233     return;
00234   }
00235 
00236   res->width  = max(strtoul(s, NULL, 0), 64UL);
00237   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00238 }
00239 
00240 static void InitializeDynamicVariables()
00241 {
00242   /* Dynamic stuff needs to be initialized somewhere... */
00243   _engine_mngr.ResetToDefaultMapping();
00244   _house_mngr.ResetMapping();
00245   _industry_mngr.ResetMapping();
00246   _industile_mngr.ResetMapping();
00247   _airport_mngr.ResetMapping();
00248   _airporttile_mngr.ResetMapping();
00249 }
00250 
00251 
00256 static void ShutdownGame()
00257 {
00258   IConsoleFree();
00259 
00260   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00261 
00262   DriverFactoryBase::ShutdownDrivers();
00263 
00264   UnInitWindowSystem();
00265 
00266   /* stop the AI */
00267   AI::Uninitialize(false);
00268 
00269   /* Uninitialize variables that are allocated dynamically */
00270   GamelogReset();
00271 
00272 // TODO: ¿ Move and clean like the other pools in r21113 ?
00273 
00274   /* Reinitialize the link graphs to forcibly stop the threads.
00275    * If a link graph thread is running while the link graph handlers are
00276    * deleted we get a crash.
00277    */
00278   InitializeLinkGraphs();
00279 
00280   FreeSignalPrograms();
00281   FreeSignalDependencies();
00282   FreeSignalSpeeds();
00283 // END TODO
00284 
00285 #ifdef ENABLE_NETWORK
00286   free(_config_file);
00287 #endif
00288 
00289   PoolBase::Clean(PT_ALL);
00290 
00291   ResetNewGRFData();
00292 
00293   /* Close all and any open filehandles */
00294   FioCloseAll();
00295 }
00296 
00297 static void LoadIntroGame()
00298 {
00299   _game_mode = GM_MENU;
00300 
00301   ResetGRFConfig(false);
00302 
00303   /* Setup main window */
00304   ResetWindowSystem();
00305   SetupColoursAndInitialWindow();
00306 
00307   /* Load the default opening screen savegame */
00308   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00309     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00310     WaitTillGeneratedWorld();
00311     SetLocalCompany(COMPANY_SPECTATOR);
00312   } else {
00313     SetLocalCompany(COMPANY_FIRST);
00314   }
00315 
00316   _pause_mode = PM_UNPAUSED;
00317   _cursor.fix_at = false;
00318 
00319   CheckForMissingSprites();
00320   CheckForMissingGlyphsInLoadedLanguagePack();
00321 
00322   /* Play main theme */
00323   if (_music_driver->IsSongPlaying()) ResetMusic();
00324 }
00325 
00326 void MakeNewgameSettingsLive()
00327 {
00328 #ifdef ENABLE_AI
00329   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00330     if (_settings_game.ai_config[c] != NULL) {
00331       delete _settings_game.ai_config[c];
00332     }
00333   }
00334 #endif /* ENABLE_AI */
00335 
00336   _settings_game = _settings_newgame;
00337 
00338 #ifdef ENABLE_AI
00339   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00340     _settings_game.ai_config[c] = NULL;
00341     if (_settings_newgame.ai_config[c] != NULL) {
00342       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00343     }
00344   }
00345 #endif /* ENABLE_AI */
00346 }
00347 
00348 #if defined(UNIX) && !defined(__MORPHOS__)
00349 extern void DedicatedFork();
00350 #endif
00351 
00353 static const OptionData _options[] = {
00354    GETOPT_SHORT_VALUE('I'),
00355    GETOPT_SHORT_VALUE('S'),
00356    GETOPT_SHORT_VALUE('M'),
00357    GETOPT_SHORT_VALUE('m'),
00358    GETOPT_SHORT_VALUE('s'),
00359    GETOPT_SHORT_VALUE('v'),
00360    GETOPT_SHORT_VALUE('b'),
00361 #if defined(ENABLE_NETWORK)
00362   GETOPT_SHORT_OPTVAL('D'),
00363   GETOPT_SHORT_OPTVAL('n'),
00364    GETOPT_SHORT_VALUE('l'),
00365    GETOPT_SHORT_VALUE('p'),
00366    GETOPT_SHORT_VALUE('P'),
00367 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00368    GETOPT_SHORT_NOVAL('f'),
00369 #endif
00370 #endif /* ENABLE_NETWORK */
00371    GETOPT_SHORT_VALUE('r'),
00372    GETOPT_SHORT_VALUE('t'),
00373   GETOPT_SHORT_OPTVAL('d'),
00374    GETOPT_SHORT_NOVAL('e'),
00375   GETOPT_SHORT_OPTVAL('g'),
00376    GETOPT_SHORT_VALUE('G'),
00377    GETOPT_SHORT_VALUE('c'),
00378    GETOPT_SHORT_NOVAL('x'),
00379    GETOPT_SHORT_NOVAL('h'),
00380   GETOPT_END()
00381 };
00382 
00383 
00384 int ttd_main(int argc, char *argv[])
00385 {
00386   char *musicdriver = NULL;
00387   char *sounddriver = NULL;
00388   char *videodriver = NULL;
00389   char *blitter = NULL;
00390   char *graphics_set = NULL;
00391   char *sounds_set = NULL;
00392   char *music_set = NULL;
00393   Dimension resolution = {0, 0};
00394   Year startyear = INVALID_YEAR;
00395   uint generation_seed = GENERATE_NEW_SEED;
00396   bool save_config = true;
00397 #if defined(ENABLE_NETWORK)
00398   bool dedicated = false;
00399   bool network   = false;
00400   char *network_conn = NULL;
00401   char *debuglog_conn = NULL;
00402   char *dedicated_host = NULL;
00403   uint16 dedicated_port = 0;
00404   char *join_server_password = NULL;
00405   char *join_company_password = NULL;
00406 
00407   extern bool _dedicated_forks;
00408   _dedicated_forks = false;
00409 #endif /* ENABLE_NETWORK */
00410 
00411   _game_mode = GM_MENU;
00412   _switch_mode = SM_MENU;
00413   _switch_mode_errorstr = INVALID_STRING_ID;
00414   _config_file = NULL;
00415 
00416   GetOptData mgo(argc - 1, argv + 1, _options);
00417 
00418   int i;
00419   while ((i = mgo.GetOpt()) != -1) {
00420     switch (i) {
00421     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00422     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00423     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00424     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00425     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00426     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00427     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00428 #if defined(ENABLE_NETWORK)
00429     case 'D':
00430       free(musicdriver);
00431       free(sounddriver);
00432       free(videodriver);
00433       free(blitter);
00434       musicdriver = strdup("null");
00435       sounddriver = strdup("null");
00436       videodriver = strdup("dedicated");
00437       blitter = strdup("null");
00438       dedicated = true;
00439       SetDebugString("net=6");
00440       if (mgo.opt != NULL) {
00441         /* Use the existing method for parsing (openttd -n).
00442          * However, we do ignore the #company part. */
00443         const char *temp = NULL;
00444         const char *port = NULL;
00445         ParseConnectionString(&temp, &port, mgo.opt);
00446         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00447         if (port != NULL) dedicated_port = atoi(port);
00448       }
00449       break;
00450     case 'f': _dedicated_forks = true; break;
00451     case 'n':
00452       network = true;
00453       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00454       break;
00455     case 'l':
00456       debuglog_conn = mgo.opt;
00457       break;
00458     case 'p':
00459       join_server_password = mgo.opt;
00460       break;
00461     case 'P':
00462       join_company_password = mgo.opt;
00463       break;
00464 #endif /* ENABLE_NETWORK */
00465     case 'r': ParseResolution(&resolution, mgo.opt); break;
00466     case 't': startyear = atoi(mgo.opt); break;
00467     case 'd': {
00468 #if defined(WIN32)
00469         CreateConsole();
00470 #endif
00471         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00472         break;
00473       }
00474     case 'e': _switch_mode = SM_EDITOR; break;
00475     case 'g':
00476       if (mgo.opt != NULL) {
00477         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00478         _switch_mode = SM_LOAD_GAME;
00479         _file_to_saveload.mode = SL_LOAD;
00480 
00481         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00482         const char *t = strrchr(_file_to_saveload.name, '.');
00483         if (t != NULL) {
00484           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00485           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00486         }
00487 
00488         break;
00489       }
00490 
00491       _switch_mode = SM_NEWGAME;
00492       /* Give a random map if no seed has been given */
00493       if (generation_seed == GENERATE_NEW_SEED) {
00494         generation_seed = InteractiveRandom();
00495       }
00496       break;
00497     case 'G': generation_seed = atoi(mgo.opt); break;
00498     case 'c': _config_file = strdup(mgo.opt); break;
00499     case 'x': save_config = false; break;
00500     case 'h':
00501       i = -2; // Force printing of help.
00502       break;
00503     }
00504     if (i == -2) break;
00505   }
00506 
00507   if (i == -2 || mgo.numleft > 0) {
00508     /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
00509      * In all cases, print the help, and exit.
00510      *
00511      * The next two functions are needed to list the graphics sets. We can't do them earlier
00512      * because then we cannot show it on the debug console as that hasn't been configured yet. */
00513     DeterminePaths(argv[0]);
00514     BaseGraphics::FindSets();
00515     BaseSounds::FindSets();
00516     BaseMusic::FindSets();
00517     ShowHelp();
00518     return 0;
00519   }
00520 
00521 #if defined(WINCE) && defined(_DEBUG)
00522   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00523   SetDebugString("4");
00524 #endif
00525 
00526   DeterminePaths(argv[0]);
00527   BaseGraphics::FindSets();
00528   BaseSounds::FindSets();
00529   BaseMusic::FindSets();
00530 
00531 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
00532   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00533   if (_dedicated_forks) DedicatedFork();
00534 #endif
00535 
00536   TarScanner::DoScan();
00537   AI::Initialize();
00538   LoadFromConfig();
00539   AI::Uninitialize(true);
00540   CheckConfig();
00541   LoadFromHighScore();
00542   LoadHotkeysFromConfig();
00543 
00544   if (resolution.width != 0) { _cur_resolution = resolution; }
00545   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00546   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00547 
00548   /*
00549    * The width and height must be at least 1 pixel and width times
00550    * height must still fit within a 32 bits integer, this way all
00551    * internal drawing routines work correctly.
00552    */
00553   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00554   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00555 
00556 #if defined(ENABLE_NETWORK)
00557   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00558   if (dedicated_host != NULL) {
00559     _network_bind_list.Clear();
00560     *_network_bind_list.Append() = strdup(dedicated_host);
00561   }
00562   if (dedicated_port != 0) _settings_client.network.server_port = dedicated_port;
00563   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00564 #endif /* ENABLE_NETWORK */
00565 
00566   /* enumerate language files */
00567   InitializeLanguagePacks();
00568 
00569   /* initialize screenshot formats */
00570   InitializeScreenshotFormats();
00571 
00572   /* initialize all variables that are allocated dynamically */
00573   InitializeDynamicVariables();
00574 
00575   /* Initialize FreeType */
00576   InitFreeType();
00577 
00578   /* This must be done early, since functions use the SetWindowDirty* calls */
00579   InitWindowSystem();
00580 
00581   /* Look for the sounds before the graphics. Otherwise none would be set and
00582    * the first initialisation of the video happens on the wrong data. Now it
00583    * can do the first initialisation right. */
00584   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00585   if (!BaseSounds::SetSet(sounds_set)) {
00586     StrEmpty(sounds_set) ?
00587       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00588       usererror("Failed to select requested sounds set '%s'", sounds_set);
00589   }
00590   free(sounds_set);
00591 
00592   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00593   if (!BaseGraphics::SetSet(graphics_set)) {
00594     StrEmpty(graphics_set) ?
00595       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00596       usererror("Failed to select requested graphics set '%s'", graphics_set);
00597   }
00598   free(graphics_set);
00599 
00600   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00601   if (!BaseMusic::SetSet(music_set)) {
00602     StrEmpty(music_set) ?
00603       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00604       usererror("Failed to select requested music set '%s'", music_set);
00605   }
00606   free(music_set);
00607 
00608   /* Initialize game palette */
00609   GfxInitPalettes();
00610 
00611   DEBUG(misc, 1, "Loading blitter...");
00612   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00613   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00614     StrEmpty(blitter) ?
00615       usererror("Failed to autoprobe blitter") :
00616       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00617   }
00618   free(blitter);
00619 
00620   DEBUG(driver, 1, "Loading drivers...");
00621 
00622   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00623   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00624   if (_sound_driver == NULL) {
00625     StrEmpty(sounddriver) ?
00626       usererror("Failed to autoprobe sound driver") :
00627       usererror("Failed to select requested sound driver '%s'", sounddriver);
00628   }
00629   free(sounddriver);
00630 
00631   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00632   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00633   if (_video_driver == NULL) {
00634     StrEmpty(videodriver) ?
00635       usererror("Failed to autoprobe video driver") :
00636       usererror("Failed to select requested video driver '%s'", videodriver);
00637   }
00638   free(videodriver);
00639 
00640   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00641   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00642   if (_music_driver == NULL) {
00643     StrEmpty(musicdriver) ?
00644       usererror("Failed to autoprobe music driver") :
00645       usererror("Failed to select requested music driver '%s'", musicdriver);
00646   }
00647   free(musicdriver);
00648 
00649   /* Initialize the zoom level of the screen to normal */
00650   _screen.zoom = ZOOM_LVL_NORMAL;
00651 
00652   /* restore saved music volume */
00653   _music_driver->SetVolume(_msf.music_vol);
00654 
00655   NetworkStartUp(); // initialize network-core
00656 
00657 #if defined(ENABLE_NETWORK)
00658   if (debuglog_conn != NULL && _network_available) {
00659     const char *not_used = NULL;
00660     const char *port = NULL;
00661     uint16 rport;
00662 
00663     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00664 
00665     ParseConnectionString(&not_used, &port, debuglog_conn);
00666     if (port != NULL) rport = atoi(port);
00667 
00668     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00669   }
00670 #endif /* ENABLE_NETWORK */
00671 
00672   ScanNewGRFFiles();
00673 
00674   ResetGRFConfig(false);
00675 
00676   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00677   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00678 
00679   /* initialize the ingame console */
00680   IConsoleInit();
00681   _cursor.in_window = true;
00682   InitializeGUI();
00683   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00684 
00685   /* Take our initial lock on whatever we might want to do! */
00686   _genworld_paint_mutex->BeginCritical();
00687   _genworld_mapgen_mutex->BeginCritical();
00688 
00689   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00690   /* Check if not too much GRFs are loaded for network game */
00691   if ( dedicated == true &&  CountSelectedGRFs ( _grfconfig ) >= MAX_FILE_SLOTS_IN_NETWORK ) {
00692     // ShowErrorMessage(STR_NEWGRF_ERROR_TOO_MANY_NEWGRFS_LOADED, INVALID_STRING_ID, WL_ERROR);
00693     DEBUG(net, 0, "Too many GRF loaded. Max %d are allowed.\nExiting ...", MAX_FILE_SLOTS_IN_NETWORK );
00694   } else {
00695 
00696     WaitTillGeneratedWorld();
00697 
00698     CheckForMissingGlyphsInLoadedLanguagePack();
00699 
00700 #ifdef ENABLE_NETWORK
00701     if (network && _network_available) {
00702       if (network_conn != NULL) {
00703         const char *port = NULL;
00704         const char *company = NULL;
00705         uint16 rport = NETWORK_DEFAULT_PORT;
00706         CompanyID join_as = COMPANY_NEW_COMPANY;
00707 
00708         ParseConnectionString(&company, &port, network_conn);
00709 
00710         if (company != NULL) {
00711           join_as = (CompanyID)atoi(company);
00712 
00713           if (join_as != COMPANY_SPECTATOR) {
00714             join_as--;
00715             if (join_as >= MAX_COMPANIES) return false;
00716           }
00717         }
00718         if (port != NULL) rport = atoi(port);
00719 
00720         LoadIntroGame();
00721         _switch_mode = SM_NONE;
00722         NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00723       }
00724     }
00725 #endif /* ENABLE_NETWORK */
00726 
00727     _video_driver->MainLoop();
00728 
00729     WaitTillSaved();
00730 
00731     /* only save config if we have to */
00732     if (save_config) {
00733       SaveToConfig();
00734       SaveHotkeysToConfig();
00735       SaveToHighScore();
00736     }
00737   }
00738 
00739   /* Reset windowing system, stop drivers, free used memory, ... */
00740   ShutdownGame();
00741 
00742   free(const_cast<char *>(BaseGraphics::ini_set));
00743   free(const_cast<char *>(BaseSounds::ini_set));
00744   free(const_cast<char *>(BaseMusic::ini_set));
00745   free(_ini_musicdriver);
00746   free(_ini_sounddriver);
00747   free(_ini_videodriver);
00748   free(_ini_blitter);
00749 
00750   return 0;
00751 }
00752 
00753 void HandleExitGameRequest()
00754 {
00755   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00756     _exit_game = true;
00757   } else if (_settings_client.gui.autosave_on_exit) {
00758     DoExitSave();
00759     _exit_game = true;
00760   } else {
00761     AskExitGame();
00762   }
00763 }
00764 
00765 static void MakeNewGameDone()
00766 {
00767   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00768 
00769   /* In a dedicated server, the server does not play */
00770   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00771     SetLocalCompany(COMPANY_SPECTATOR);
00772     IConsoleCmdExec("exec scripts/game_start.scr 0");
00773     return;
00774   }
00775 
00776   /* Create a single company */
00777   DoStartupNewCompany(false);
00778 
00779   Company *c = Company::Get(COMPANY_FIRST);
00780   c->settings = _settings_client.company;
00781 
00782   IConsoleCmdExec("exec scripts/game_start.scr 0");
00783 
00784   SetLocalCompany(COMPANY_FIRST);
00785 
00786   InitializeRailGUI();
00787 
00788 #ifdef ENABLE_NETWORK
00789   /* We are the server, we start a new company (not dedicated),
00790    * so set the default password *if* needed. */
00791   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00792     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00793   }
00794 #endif /* ENABLE_NETWORK */
00795 
00796   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00797 
00798   MarkWholeScreenDirty();
00799 }
00800 
00801 /*
00802  * Too large size may be stored in settings (especially if switching between between OpenTTD
00803  * versions with different map size limits), we have to check if it is valid before generating world.
00804  * Simple separate checking of X and Y map sizes is not enough, as their sum is what counts for the limit.
00805  * Check the size and decrease the larger of the sizes till the size is in limit.
00806  */
00807 static void FixConfigMapSize()
00808 {
00809   while (_settings_game.game_creation.map_x + _settings_game.game_creation.map_y > MAX_MAP_TILES_BITS) {
00810     /* Repeat reducing larger of X/Y dimensions until the map size is within allowable limits */
00811     if (_settings_game.game_creation.map_x > _settings_game.game_creation.map_y) {
00812       _settings_game.game_creation.map_x--;
00813     } else {
00814       _settings_game.game_creation.map_y--;
00815     }
00816   }
00817 }
00818 
00819 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00820 {
00821   _game_mode = GM_NORMAL;
00822 
00823   ResetGRFConfig(true);
00824   InitializeDynamicVariables();
00825 
00826   GenerateWorldSetCallback(&MakeNewGameDone);
00827   FixConfigMapSize();
00828   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00829 }
00830 
00831 static void MakeNewEditorWorldDone()
00832 {
00833   SetLocalCompany(OWNER_NONE);
00834 }
00835 
00836 static void MakeNewEditorWorld()
00837 {
00838   _game_mode = GM_EDITOR;
00839 
00840   ResetGRFConfig(true);
00841 
00842   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00843   FixConfigMapSize();
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   //If we are not saving, the command_queue will be reset
00902   if ((new_mode != SM_SAVE_GAME) && (new_mode != SM_SAVE_TEMPLATE) && (new_mode != SM_LOAD_TEMPLATE))
00903     _copy_paste_command_queue.ClearCopyPasteCommandQueue();
00904 
00905 #ifdef ENABLE_NETWORK
00906   /* If we are saving something, the network stays in his current state */
00907   if (new_mode != SM_SAVE_GAME && new_mode != SM_SAVE_TEMPLATE && new_mode != SM_LOAD_TEMPLATE) {
00908     /* If the network is active, make it not-active */
00909     if (_networking) {
00910       if (_network_server && (new_mode == SM_LOAD_GAME || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00911         NetworkReboot();
00912       } else {
00913         NetworkDisconnect();
00914       }
00915     }
00916 
00917     /* If we are a server, we restart the server */
00918     if (_is_network_server) {
00919       /* But not if we are going to the menu */
00920       if (new_mode != SM_MENU) {
00921         /* check if we should reload the config */
00922         if (_settings_client.network.reload_cfg) {
00923           LoadFromConfig();
00924           MakeNewgameSettingsLive();
00925           ResetGRFConfig(false);
00926         }
00927         NetworkServerStart();
00928       } else {
00929         /* This client no longer wants to be a network-server */
00930         _is_network_server = false;
00931       }
00932     }
00933   }
00934 #endif /* ENABLE_NETWORK */
00935   /* Make sure all AI controllers are gone at quiting game */
00936   if (new_mode != SM_SAVE_GAME) AI::KillAll();
00937 
00938   switch (new_mode) {
00939     case SM_EDITOR: // Switch to scenario editor
00940       MakeNewEditorWorld();
00941       break;
00942 
00943     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00944     case SM_NEWGAME: // New Game --> 'Random game'
00945 #ifdef ENABLE_NETWORK
00946       if (_network_server) {
00947         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00948       }
00949 #endif /* ENABLE_NETWORK */
00950       MakeNewGame(false, new_mode == SM_NEWGAME);
00951       break;
00952 
00953     case SM_LOAD_GAME: { // Load game, Play Scenario
00954       ResetGRFConfig(true);
00955       ResetWindowSystem();
00956 
00957       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
00958         SetDParamStr(0, GetSaveLoadErrorString());
00959         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00960       } else {
00961         if (_saveload_mode == SLD_LOAD_SCENARIO) {
00962           StartupEngines();
00963         }
00964         /* Update the local company for a loaded game. It is either always
00965          * company #1 (eg 0) or in the case of a dedicated server a spectator */
00966         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
00967         /* Execute the game-start script */
00968         IConsoleCmdExec("exec scripts/game_start.scr 0");
00969         /* Decrease pause counter (was increased from opening load dialog) */
00970         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00971 #ifdef ENABLE_NETWORK
00972         if (_network_server) {
00973           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
00974         }
00975 #endif /* ENABLE_NETWORK */
00976       }
00977       break;
00978     }
00979 
00980     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
00981 #ifdef ENABLE_NETWORK
00982       if (_network_server) {
00983         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
00984       }
00985 #endif /* ENABLE_NETWORK */
00986       MakeNewGame(true, true);
00987       break;
00988 
00989     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
00990       SetLocalCompany(OWNER_NONE);
00991 
00992       FixConfigMapSize();
00993       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00994       MarkWholeScreenDirty();
00995       break;
00996 
00997     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
00998       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
00999         SetLocalCompany(OWNER_NONE);
01000         _settings_newgame.game_creation.starting_year = _cur_year;
01001         /* Cancel the saveload pausing */
01002         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01003       } else {
01004         SetDParamStr(0, GetSaveLoadErrorString());
01005         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01006       }
01007       break;
01008     }
01009 
01010     case SM_MENU: // Switch to game intro menu
01011       LoadIntroGame();
01012       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01013         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01014         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01015       }
01016       break;
01017 
01018     case SM_SAVE_GAME: // Save game.
01019       /* Make network saved games on pause compatible to singleplayer */
01020       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01021         SetDParamStr(0, GetSaveLoadErrorString());
01022         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01023       } else {
01024         DeleteWindowById(WC_SAVELOAD, 0);
01025       }
01026       break;
01027 
01028     case SM_SAVE_HEIGHTMAP: // Save heightmap.
01029       MakeHeightmapScreenshot(_file_to_saveload.name);
01030       DeleteWindowById(WC_SAVELOAD, 0);
01031       break;
01032 
01033     case SM_GENRANDLAND: // Generate random land within scenario editor
01034       SetLocalCompany(OWNER_NONE);
01035       FixConfigMapSize();
01036       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01037       /* XXX: set date */
01038       MarkWholeScreenDirty();
01039       break;
01040 
01041     case SM_SAVE_TEMPLATE: /* Save Template */
01042       if (_copy_paste.SaveLoadTemplate(_file_to_saveload.name, SL_SAVE) != SL_OK) {
01043         SetDParamStr(0, _copy_paste.GetErrorString());
01044         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, WL_ERROR);
01045       } else {
01046         DeleteWindowById(WC_SAVELOAD, 0);
01047       }
01048       break;
01049 
01050     case SM_LOAD_TEMPLATE: /* Load Template */
01051       if (_copy_paste.SaveLoadTemplate(_file_to_saveload.name, SL_LOAD) != SL_OK) {
01052         SetDParamStr(0, _copy_paste.GetErrorString());
01053         ShowErrorMessage(INVALID_STRING_ID, STR_JUST_RAW_STRING, WL_ERROR);
01054       } else {
01055         DeleteWindowById(WC_SAVELOAD, 0);
01056       }
01057       break;
01058 
01059     default: NOT_REACHED();
01060   }
01061 
01062   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01063     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
01064     _switch_mode_errorstr = INVALID_STRING_ID;
01065   }
01066 }
01067 
01068 
01075 static void CheckCaches()
01076 {
01077   /* Return here so it is easy to add checks that are run
01078    * always to aid testing of caches. */
01079   if (_debug_desync_level <= 1) return;
01080 
01081   /* Strict checking of the road stop cache entries */
01082   const RoadStop *rs;
01083   FOR_ALL_ROADSTOPS(rs) {
01084     if (IsStandardRoadStopTile(rs->xy)) continue;
01085 
01086     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01087     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01088     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01089   }
01090 
01091   Vehicle *v;
01092   FOR_ALL_VEHICLES(v) {
01093     extern void FillNewGRFVehicleCache(const Vehicle *v);
01094     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01095 
01096     uint length = 0;
01097     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01098 
01099     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01100     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01101     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01102     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01103 
01104     length = 0;
01105     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01106       FillNewGRFVehicleCache(u);
01107       grf_cache[length] = u->grf_cache;
01108       veh_cache[length] = u->vcache;
01109       switch (u->type) {
01110         case VEH_TRAIN:
01111           gro_cache[length] = Train::From(u)->gcache;
01112           tra_cache[length] = Train::From(u)->tcache;
01113           break;
01114         case VEH_ROAD:
01115           gro_cache[length] = RoadVehicle::From(u)->gcache;
01116           break;
01117         default:
01118           break;
01119       }
01120       length++;
01121     }
01122 
01123     switch (v->type) {
01124       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01125       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01126       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01127       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01128       default: break;
01129     }
01130 
01131     length = 0;
01132     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01133       FillNewGRFVehicleCache(u);
01134       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01135         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);
01136       }
01137       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01138         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);
01139       }
01140       switch (u->type) {
01141         case VEH_TRAIN:
01142           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01143             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);
01144           }
01145           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01146             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01147           }
01148           break;
01149         case VEH_ROAD:
01150           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01151             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);
01152           }
01153           break;
01154         default:
01155           break;
01156       }
01157       length++;
01158     }
01159 
01160     free(grf_cache);
01161     free(veh_cache);
01162     free(gro_cache);
01163     free(tra_cache);
01164   }
01165 
01166   /* Check whether the caches are still valid */
01167   FOR_ALL_VEHICLES(v) {
01168     byte buff[sizeof(VehicleCargoList)];
01169     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01170     v->cargo.InvalidateCache();
01171     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01172   }
01173 
01174   Station *st;
01175   FOR_ALL_STATIONS(st) {
01176     for (CargoID c = 0; c < NUM_CARGO; c++) {
01177       byte buff[sizeof(StationCargoList)];
01178       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01179       st->goods[c].cargo.InvalidateCache();
01180       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01181     }
01182   }
01183 }
01184 
01190 void StateGameLoop()
01191 {
01192   /* dont execute the state loop during pause */
01193   if (_pause_mode != PM_UNPAUSED) {
01194     UpdateLandscapingLimits();
01195     CallWindowTickEvent();
01196     return;
01197   }
01198   if (IsGeneratingWorld()) return;
01199 
01200   ClearStorageChanges(false);
01201 
01202   if (_game_mode == GM_EDITOR) {
01203     RunTileLoop();
01204     CallVehicleTicks();
01205     CallLandscapeTick();
01206     ClearStorageChanges(true);
01207     UpdateLandscapingLimits();
01208 
01209     CallWindowTickEvent();
01210     NewsLoop();
01211   } else {
01212     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01213       /* Save the desync savegame if needed. */
01214       char name[MAX_PATH];
01215       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01216       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01217     }
01218 
01219     CheckCaches();
01220 
01221     CallCopyPasteCommandQueueTick();
01222 
01223     /* All these actions has to be done from OWNER_NONE
01224      *  for multiplayer compatibility */
01225     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01226 
01227     AnimateAnimatedTiles();
01228     IncreaseDate();
01229     RunTileLoop();
01230     CallVehicleTicks();
01231     CallLandscapeTick();
01232     ClearStorageChanges(true);
01233 
01234     AI::GameLoop();
01235     UpdateLandscapingLimits();
01236 
01237     CallWindowTickEvent();
01238     NewsLoop();
01239 
01240     cur_company.Restore();
01241   }
01242 
01243   assert(IsLocalCompany());
01244 }
01245 
01250 static void DoAutosave()
01251 {
01252   char buf[MAX_PATH];
01253 
01254 #if defined(PSP)
01255   /* Autosaving in networking is too time expensive for the PSP */
01256   if (_networking) return;
01257 #endif /* PSP */
01258 
01259   if (_settings_client.gui.keep_all_autosave) {
01260     GenerateDefaultSaveName(buf, lastof(buf));
01261     strecat(buf, ".sav", lastof(buf));
01262   } else {
01263     static int _autosave_ctr = 0;
01264 
01265     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01266     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01267 
01268     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01269   }
01270 
01271   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01272   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01273     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01274   }
01275 }
01276 
01277 void GameLoop()
01278 {
01279   ProcessAsyncSaveFinish();
01280 
01281   /* autosave game? */
01282   if (_do_autosave) {
01283     _do_autosave = false;
01284     DoAutosave();
01285     SetWindowDirty(WC_STATUS_BAR, 0);
01286   }
01287 
01288   /* switch game mode? */
01289   if (_switch_mode != SM_NONE) {
01290     SwitchToMode(_switch_mode);
01291     _switch_mode = SM_NONE;
01292   }
01293 
01294   IncreaseSpriteLRU();
01295   InteractiveRandom();
01296 
01297   extern int _caret_timer;
01298   _caret_timer += 3;
01299   CursorTick();
01300 
01301 #ifdef ENABLE_NETWORK
01302   /* Check for UDP stuff */
01303   if (_network_available) NetworkUDPGameLoop();
01304 
01305   if (_networking && !IsGeneratingWorld()) {
01306     /* Multiplayer */
01307     NetworkGameLoop();
01308   } else {
01309     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01310       /* This means that we want to reconnect to the last host
01311        * We do this here, because it means that the network is really closed */
01312       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01313     }
01314     /* Singleplayer */
01315     StateGameLoop();
01316   }
01317 
01318   /* Check chat messages roughly once a second. */
01319   static uint check_message = 0;
01320   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01321     check_message = 0;
01322     NetworkChatMessageLoop();
01323   }
01324 #else
01325   StateGameLoop();
01326 #endif /* ENABLE_NETWORK */
01327 
01328   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01329 
01330   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01331 
01332   InputLoop();
01333 
01334   _sound_driver->MainLoop();
01335   MusicLoop();
01336 }