openttd.cpp

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00001 /* $Id: openttd.cpp 19938 2010-06-05 21:13:35Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #define VARDEF
00015 #include "variables.h"
00016 #undef VARDEF
00017 
00018 
00019 #include "blitter/factory.hpp"
00020 #include "sound/sound_driver.hpp"
00021 #include "music/music_driver.hpp"
00022 #include "video/video_driver.hpp"
00023 
00024 #include "fontcache.h"
00025 #include "gui.h"
00026 #include "sound_func.h"
00027 #include "window_func.h"
00028 
00029 #include "base_media_base.h"
00030 #include "saveload/saveload.h"
00031 #include "landscape.h"
00032 #include "company_func.h"
00033 #include "command_func.h"
00034 #include "news_func.h"
00035 #include "fios.h"
00036 #include "aircraft.h"
00037 #include "roadveh.h"
00038 #include "train.h"
00039 #include "console_func.h"
00040 #include "screenshot.h"
00041 #include "network/network.h"
00042 #include "network/network_func.h"
00043 #include "signs_base.h"
00044 #include "ai/ai.hpp"
00045 #include "ai/ai_config.hpp"
00046 #include "settings_func.h"
00047 #include "genworld.h"
00048 #include "group.h"
00049 #include "strings_func.h"
00050 #include "date_func.h"
00051 #include "vehicle_func.h"
00052 #include "gamelog.h"
00053 #include "cheat_type.h"
00054 #include "animated_tile_func.h"
00055 #include "roadstop_base.h"
00056 #include "functions.h"
00057 #include "elrail_func.h"
00058 #include "rev.h"
00059 #include "highscore.h"
00060 #include "thread/thread.h"
00061 #include "station_base.h"
00062 #include "crashlog.h"
00063 #include "company_base.h"
00064 #include "engine_base.h"
00065 #include "engine_func.h"
00066 #include "core/random_func.hpp"
00067 
00068 #include "newgrf_commons.h"
00069 
00070 #include "town.h"
00071 #include "industry.h"
00072 
00073 #include <stdarg.h>
00074 
00075 #include "table/strings.h"
00076 
00077 StringID _switch_mode_errorstr;
00078 
00079 void CallLandscapeTick();
00080 void IncreaseDate();
00081 void DoPaletteAnimations();
00082 void MusicLoop();
00083 void ResetMusic();
00084 void ProcessAsyncSaveFinish();
00085 void CallWindowTickEvent();
00086 
00087 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00088 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00089 extern void ShowOSErrorBox(const char *buf, bool system);
00090 extern void InitializeRailGUI();
00091 
00097 void CDECL usererror(const char *s, ...)
00098 {
00099   va_list va;
00100   char buf[512];
00101 
00102   va_start(va, s);
00103   vsnprintf(buf, lengthof(buf), s, va);
00104   va_end(va);
00105 
00106   ShowOSErrorBox(buf, false);
00107   if (_video_driver != NULL) _video_driver->Stop();
00108 
00109   exit(1);
00110 }
00111 
00117 void CDECL error(const char *s, ...)
00118 {
00119   va_list va;
00120   char buf[512];
00121 
00122   va_start(va, s);
00123   vsnprintf(buf, lengthof(buf), s, va);
00124   va_end(va);
00125 
00126   ShowOSErrorBox(buf, true);
00127 
00128   /* Set the error message for the crash log and then invoke it. */
00129   CrashLog::SetErrorMessage(buf);
00130   abort();
00131 }
00132 
00137 void CDECL ShowInfoF(const char *str, ...)
00138 {
00139   va_list va;
00140   char buf[1024];
00141   va_start(va, str);
00142   vsnprintf(buf, lengthof(buf), str, va);
00143   va_end(va);
00144   ShowInfo(buf);
00145 }
00146 
00150 static void ShowHelp()
00151 {
00152   char buf[8192];
00153   char *p = buf;
00154 
00155   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00156   p = strecpy(p,
00157     "\n"
00158     "\n"
00159     "Command line options:\n"
00160     "  -v drv              = Set video driver (see below)\n"
00161     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00162     "  -m drv              = Set music driver (see below)\n"
00163     "  -b drv              = Set the blitter to use (see below)\n"
00164     "  -r res              = Set resolution (for instance 800x600)\n"
00165     "  -h                  = Display this help text\n"
00166     "  -t year             = Set starting year\n"
00167     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00168     "  -e                  = Start Editor\n"
00169     "  -g [savegame]       = Start new/save game immediately\n"
00170     "  -G seed             = Set random seed\n"
00171 #if defined(ENABLE_NETWORK)
00172     "  -n [ip:port#company]= Start networkgame\n"
00173     "  -p password         = Password to join server\n"
00174     "  -P password         = Password to join company\n"
00175     "  -D [ip][:port]      = Start dedicated server\n"
00176     "  -l ip[:port]        = Redirect DEBUG()\n"
00177 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00178     "  -f                  = Fork into the background (dedicated only)\n"
00179 #endif
00180 #endif /* ENABLE_NETWORK */
00181     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00182     "                          (defines default setting when adding newgrfs)\n"
00183     "                        Default value (2) lets OpenTTD use the palette\n"
00184     "                          specified in graphics set file (see below)\n"
00185     "  -I graphics_set     = Force the graphics set (see below)\n"
00186     "  -S sounds_set       = Force the sounds set (see below)\n"
00187     "  -M music_set        = Force the music set (see below)\n"
00188     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00189     "  -x                  = Do not automatically save to config file on exit\n"
00190     "\n",
00191     lastof(buf)
00192   );
00193 
00194   /* List the graphics packs */
00195   p = BaseGraphics::GetSetsList(p, lastof(buf));
00196 
00197   /* List the sounds packs */
00198   p = BaseSounds::GetSetsList(p, lastof(buf));
00199 
00200   /* List the music packs */
00201   p = BaseMusic::GetSetsList(p, lastof(buf));
00202 
00203   /* List the drivers */
00204   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00205 
00206   /* List the blitters */
00207   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00208 
00209   /* We need to initialize the AI, so it finds the AIs */
00210   AI::Initialize();
00211   p = AI::GetConsoleList(p, lastof(buf));
00212   AI::Uninitialize(true);
00213 
00214   /* ShowInfo put output to stderr, but version information should go
00215    * to stdout; this is the only exception */
00216 #if !defined(WIN32) && !defined(WIN64)
00217   printf("%s\n", buf);
00218 #else
00219   ShowInfo(buf);
00220 #endif
00221 }
00222 
00223 
00224 struct MyGetOptData {
00225   char *opt;
00226   int numleft;
00227   char **argv;
00228   const char *options;
00229   char *cont;
00230 
00231   MyGetOptData(int argc, char **argv, const char *options)
00232   {
00233     opt = NULL;
00234     numleft = argc;
00235     this->argv = argv;
00236     this->options = options;
00237     cont = NULL;
00238   }
00239 };
00240 
00241 static int MyGetOpt(MyGetOptData *md)
00242 {
00243   char *s = md->cont;
00244   if (s != NULL)
00245     goto md_continue_here;
00246 
00247   for (;;) {
00248     if (--md->numleft < 0) return -1;
00249 
00250     s = *md->argv++;
00251     if (*s == '-') {
00252 md_continue_here:;
00253       s++;
00254       if (*s != 0) {
00255         const char *r;
00256         /* Found argument, try to locate it in options. */
00257         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00258           /* ERROR! */
00259           return -2;
00260         }
00261         if (r[1] == ':') {
00262           char *t;
00263           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00264           if (!*(t = s + 1)) {
00265             /* It comes as a separate arg. Check if out of args? */
00266             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00267               /* Check if item is optional? */
00268               if (r[2] != ':')
00269                 return -2;
00270               md->numleft++;
00271               t = NULL;
00272             } else {
00273               md->argv++;
00274             }
00275           }
00276           md->opt = t;
00277           md->cont = NULL;
00278           return *s;
00279         }
00280         md->opt = NULL;
00281         md->cont = s;
00282         return *s;
00283       }
00284     } else {
00285       /* This is currently not supported. */
00286       return -2;
00287     }
00288   }
00289 }
00290 
00297 static void ParseResolution(Dimension *res, const char *s)
00298 {
00299   const char *t = strchr(s, 'x');
00300   if (t == NULL) {
00301     ShowInfoF("Invalid resolution '%s'", s);
00302     return;
00303   }
00304 
00305   res->width  = max(strtoul(s, NULL, 0), 64UL);
00306   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00307 }
00308 
00309 static void InitializeDynamicVariables()
00310 {
00311   /* Dynamic stuff needs to be initialized somewhere... */
00312   _engine_mngr.ResetToDefaultMapping();
00313   _house_mngr.ResetMapping();
00314   _industry_mngr.ResetMapping();
00315   _industile_mngr.ResetMapping();
00316 }
00317 
00318 
00322 static void ShutdownGame()
00323 {
00324   IConsoleFree();
00325 
00326   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00327 
00328   DriverFactoryBase::ShutdownDrivers();
00329 
00330   UnInitWindowSystem();
00331 
00332   /* stop the AI */
00333   AI::Uninitialize(false);
00334 
00335   /* Uninitialize airport state machines */
00336   UnInitializeAirports();
00337 
00338   /* Uninitialize variables that are allocated dynamically */
00339   GamelogReset();
00340   _town_pool.CleanPool();
00341   _industry_pool.CleanPool();
00342   _station_pool.CleanPool();
00343   _roadstop_pool.CleanPool();
00344   _vehicle_pool.CleanPool();
00345   _sign_pool.CleanPool();
00346   _order_pool.CleanPool();
00347   _group_pool.CleanPool();
00348   _cargopacket_pool.CleanPool();
00349   _engine_pool.CleanPool();
00350   _company_pool.CleanPool();
00351 
00352   free(_config_file);
00353 
00354   /* Close all and any open filehandles */
00355   FioCloseAll();
00356 }
00357 
00358 static void LoadIntroGame()
00359 {
00360   _game_mode = GM_MENU;
00361 
00362   ResetGRFConfig(false);
00363 
00364   /* Setup main window */
00365   ResetWindowSystem();
00366   SetupColoursAndInitialWindow();
00367 
00368   /* Load the default opening screen savegame */
00369   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00370     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00371     WaitTillGeneratedWorld();
00372     SetLocalCompany(COMPANY_SPECTATOR);
00373   } else {
00374     SetLocalCompany(COMPANY_FIRST);
00375   }
00376 
00377   _pause_mode = PM_UNPAUSED;
00378   _cursor.fix_at = false;
00379 
00380   CheckForMissingGlyphsInLoadedLanguagePack();
00381 
00382   /* Play main theme */
00383   if (_music_driver->IsSongPlaying()) ResetMusic();
00384 }
00385 
00386 void MakeNewgameSettingsLive()
00387 {
00388 #ifdef ENABLE_AI
00389   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00390     if (_settings_game.ai_config[c] != NULL) {
00391       delete _settings_game.ai_config[c];
00392     }
00393   }
00394 #endif /* ENABLE_AI */
00395 
00396   _settings_game = _settings_newgame;
00397 
00398 #ifdef ENABLE_AI
00399   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00400     _settings_game.ai_config[c] = NULL;
00401     if (_settings_newgame.ai_config[c] != NULL) {
00402       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00403     }
00404   }
00405 #endif /* ENABLE_AI */
00406 }
00407 
00408 byte _savegame_sort_order;
00409 #if defined(UNIX) && !defined(__MORPHOS__)
00410 extern void DedicatedFork();
00411 #endif
00412 
00413 int ttd_main(int argc, char *argv[])
00414 {
00415   int i;
00416   const char *optformat;
00417   char *musicdriver = NULL;
00418   char *sounddriver = NULL;
00419   char *videodriver = NULL;
00420   char *blitter = NULL;
00421   char *graphics_set = NULL;
00422   char *sounds_set = NULL;
00423   char *music_set = NULL;
00424   Dimension resolution = {0, 0};
00425   Year startyear = INVALID_YEAR;
00426   uint generation_seed = GENERATE_NEW_SEED;
00427   bool save_config = true;
00428 #if defined(ENABLE_NETWORK)
00429   bool dedicated = false;
00430   bool network   = false;
00431   char *network_conn = NULL;
00432   char *debuglog_conn = NULL;
00433   char *dedicated_host = NULL;
00434   uint16 dedicated_port = 0;
00435   char *join_server_password = NULL;
00436   char *join_company_password = NULL;
00437 #endif /* ENABLE_NETWORK */
00438 
00439   _game_mode = GM_MENU;
00440   _switch_mode = SM_MENU;
00441   _switch_mode_errorstr = INVALID_STRING_ID;
00442   _dedicated_forks = false;
00443   _config_file = NULL;
00444 
00445   /* The last param of the following function means this:
00446    *   a letter means: it accepts that param (e.g.: -h)
00447    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00448    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00449   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
00450 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00451     "f"
00452 #endif
00453   ;
00454 
00455   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00456 
00457   while ((i = MyGetOpt(&mgo)) != -1) {
00458     switch (i) {
00459     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00460     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00461     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00462     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00463     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00464     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00465     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00466 #if defined(ENABLE_NETWORK)
00467     case 'D':
00468       free(musicdriver);
00469       free(sounddriver);
00470       free(videodriver);
00471       free(blitter);
00472       musicdriver = strdup("null");
00473       sounddriver = strdup("null");
00474       videodriver = strdup("dedicated");
00475       blitter = strdup("null");
00476       dedicated = true;
00477       SetDebugString("net=6");
00478       if (mgo.opt != NULL) {
00479         /* Use the existing method for parsing (openttd -n).
00480          * However, we do ignore the #company part. */
00481         const char *temp = NULL;
00482         const char *port = NULL;
00483         ParseConnectionString(&temp, &port, mgo.opt);
00484         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00485         if (port != NULL) dedicated_port = atoi(port);
00486       }
00487       break;
00488     case 'f': _dedicated_forks = true; break;
00489     case 'n':
00490       network = true;
00491       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00492       break;
00493     case 'l':
00494       debuglog_conn = mgo.opt;
00495       break;
00496     case 'p':
00497       join_server_password = mgo.opt;
00498       break;
00499     case 'P':
00500       join_company_password = mgo.opt;
00501       break;
00502 #endif /* ENABLE_NETWORK */
00503     case 'r': ParseResolution(&resolution, mgo.opt); break;
00504     case 't': startyear = atoi(mgo.opt); break;
00505     case 'd': {
00506 #if defined(WIN32)
00507         CreateConsole();
00508 #endif
00509         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00510       } break;
00511     case 'e': _switch_mode = SM_EDITOR; break;
00512     case 'i':
00513       /* there is an argument, it is not empty, and it is exactly 1 char long */
00514       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00515         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00516         if (_use_palette <= MAX_PAL) break;
00517       }
00518       usererror("Valid value for '-i' is 0, 1 or 2");
00519     case 'g':
00520       if (mgo.opt != NULL) {
00521         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00522         _switch_mode = SM_LOAD;
00523         _file_to_saveload.mode = SL_LOAD;
00524 
00525         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00526         const char *t = strrchr(_file_to_saveload.name, '.');
00527         if (t != NULL) {
00528           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00529           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00530         }
00531 
00532         break;
00533       }
00534 
00535       _switch_mode = SM_NEWGAME;
00536       /* Give a random map if no seed has been given */
00537       if (generation_seed == GENERATE_NEW_SEED) {
00538         generation_seed = InteractiveRandom();
00539       }
00540       break;
00541     case 'G': generation_seed = atoi(mgo.opt); break;
00542     case 'c': _config_file = strdup(mgo.opt); break;
00543     case 'x': save_config = false; break;
00544     case -2:
00545     case 'h':
00546       /* The next two functions are needed to list the graphics sets.
00547        * We can't do them earlier because then we can't show it on
00548        * the debug console as that hasn't been configured yet. */
00549       DeterminePaths(argv[0]);
00550       BaseGraphics::FindSets();
00551       BaseSounds::FindSets();
00552       BaseMusic::FindSets();
00553       ShowHelp();
00554       return 0;
00555     }
00556   }
00557 
00558 #if defined(WINCE) && defined(_DEBUG)
00559   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00560   SetDebugString("4");
00561 #endif
00562 
00563   DeterminePaths(argv[0]);
00564   BaseGraphics::FindSets();
00565   BaseSounds::FindSets();
00566   BaseMusic::FindSets();
00567 
00568 #if defined(UNIX) && !defined(__MORPHOS__)
00569   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00570   if (_dedicated_forks)
00571     DedicatedFork();
00572 #endif
00573 
00574   AI::Initialize();
00575   LoadFromConfig();
00576   AI::Uninitialize(true);
00577   CheckConfig();
00578   LoadFromHighScore();
00579 
00580   if (resolution.width != 0) { _cur_resolution = resolution; }
00581   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00582   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00583 
00584   /*
00585    * The width and height must be at least 1 pixel and width times
00586    * height must still fit within a 32 bits integer, this way all
00587    * internal drawing routines work correctly.
00588    */
00589   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00590   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00591 
00592 #if defined(ENABLE_NETWORK)
00593   if (dedicated_host) {
00594     _network_bind_list.Clear();
00595     *_network_bind_list.Append() = strdup(dedicated_host);
00596   }
00597   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00598   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00599 #endif /* ENABLE_NETWORK */
00600 
00601   /* enumerate language files */
00602   InitializeLanguagePacks();
00603 
00604   /* initialize screenshot formats */
00605   InitializeScreenshotFormats();
00606 
00607   /* initialize airport state machines */
00608   InitializeAirports();
00609 
00610   /* initialize all variables that are allocated dynamically */
00611   InitializeDynamicVariables();
00612 
00613   /* Initialize FreeType */
00614   InitFreeType();
00615 
00616   /* This must be done early, since functions use the SetWindowDirty* calls */
00617   InitWindowSystem();
00618 
00619   /* Look for the sounds before the graphics. Otherwise none would be set and
00620    * the first initialisation of the video happens on the wrong data. Now it
00621    * can do the first initialisation right. */
00622   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00623   if (!BaseSounds::SetSet(sounds_set)) {
00624     StrEmpty(sounds_set) ?
00625       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00626       usererror("Failed to select requested sounds set '%s'", sounds_set);
00627   }
00628   free(sounds_set);
00629 
00630   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00631   if (!BaseGraphics::SetSet(graphics_set)) {
00632     StrEmpty(graphics_set) ?
00633       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00634       usererror("Failed to select requested graphics set '%s'", graphics_set);
00635   }
00636   free(graphics_set);
00637 
00638   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00639   if (!BaseMusic::SetSet(music_set)) {
00640     StrEmpty(music_set) ?
00641       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00642       usererror("Failed to select requested music set '%s'", music_set);
00643   }
00644   free(music_set);
00645 
00646   /* Initialize game palette */
00647   GfxInitPalettes();
00648 
00649   DEBUG(misc, 1, "Loading blitter...");
00650   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00651   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
00652     StrEmpty(blitter) ?
00653       usererror("Failed to autoprobe blitter") :
00654       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00655   free(blitter);
00656 
00657   DEBUG(driver, 1, "Loading drivers...");
00658 
00659   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00660   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00661   if (_sound_driver == NULL) {
00662     StrEmpty(sounddriver) ?
00663       usererror("Failed to autoprobe sound driver") :
00664       usererror("Failed to select requested sound driver '%s'", sounddriver);
00665   }
00666   free(sounddriver);
00667 
00668   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00669   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00670   if (_video_driver == NULL) {
00671     StrEmpty(videodriver) ?
00672       usererror("Failed to autoprobe video driver") :
00673       usererror("Failed to select requested video driver '%s'", videodriver);
00674   }
00675   free(videodriver);
00676 
00677   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00678   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00679   if (_music_driver == NULL) {
00680     StrEmpty(musicdriver) ?
00681       usererror("Failed to autoprobe music driver") :
00682       usererror("Failed to select requested music driver '%s'", musicdriver);
00683   }
00684   free(musicdriver);
00685 
00686   _savegame_sort_order = SORT_BY_DATE | SORT_DESCENDING;
00687   /* Initialize the zoom level of the screen to normal */
00688   _screen.zoom = ZOOM_LVL_NORMAL;
00689 
00690   /* restore saved music volume */
00691   _music_driver->SetVolume(msf.music_vol);
00692 
00693   NetworkStartUp(); // initialize network-core
00694 
00695 #if defined(ENABLE_NETWORK)
00696   if (debuglog_conn != NULL && _network_available) {
00697     const char *not_used = NULL;
00698     const char *port = NULL;
00699     uint16 rport;
00700 
00701     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00702 
00703     ParseConnectionString(&not_used, &port, debuglog_conn);
00704     if (port != NULL) rport = atoi(port);
00705 
00706     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00707   }
00708 #endif /* ENABLE_NETWORK */
00709 
00710   ScanNewGRFFiles();
00711 
00712   ResetGRFConfig(false);
00713 
00714   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00715   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00716 
00717   /* initialize the ingame console */
00718   IConsoleInit();
00719   _cursor.in_window = true;
00720   InitializeGUI();
00721   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00722 
00723   /* Take our initial lock on whatever we might want to do! */
00724   _genworld_paint_mutex->BeginCritical();
00725   _genworld_mapgen_mutex->BeginCritical();
00726 
00727   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00728   WaitTillGeneratedWorld();
00729 
00730   CheckForMissingGlyphsInLoadedLanguagePack();
00731 
00732 #ifdef ENABLE_NETWORK
00733   if (network && _network_available) {
00734     if (network_conn != NULL) {
00735       const char *port = NULL;
00736       const char *company = NULL;
00737       uint16 rport = NETWORK_DEFAULT_PORT;
00738       CompanyID join_as = COMPANY_NEW_COMPANY;
00739 
00740       ParseConnectionString(&company, &port, network_conn);
00741 
00742       if (company != NULL) {
00743         join_as = (CompanyID)atoi(company);
00744 
00745         if (join_as != COMPANY_SPECTATOR) {
00746           join_as--;
00747           if (join_as >= MAX_COMPANIES) return false;
00748         }
00749       }
00750       if (port != NULL) rport = atoi(port);
00751 
00752       LoadIntroGame();
00753       _switch_mode = SM_NONE;
00754       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00755     }
00756   }
00757 #endif /* ENABLE_NETWORK */
00758 
00759   _video_driver->MainLoop();
00760 
00761   WaitTillSaved();
00762 
00763   /* only save config if we have to */
00764   if (save_config) {
00765     SaveToConfig();
00766     SaveToHighScore();
00767   }
00768 
00769   /* Reset windowing system, stop drivers, free used memory, ... */
00770   ShutdownGame();
00771 
00772   free(const_cast<char *>(BaseGraphics::ini_set));
00773   free(const_cast<char *>(BaseSounds::ini_set));
00774   free(const_cast<char *>(BaseMusic::ini_set));
00775   free(_ini_musicdriver);
00776   free(_ini_sounddriver);
00777   free(_ini_videodriver);
00778   free(_ini_blitter);
00779 
00780   return 0;
00781 }
00782 
00783 void HandleExitGameRequest()
00784 {
00785   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00786     _exit_game = true;
00787   } else if (_settings_client.gui.autosave_on_exit) {
00788     DoExitSave();
00789     _exit_game = true;
00790   } else {
00791     AskExitGame();
00792   }
00793 }
00794 
00795 static void MakeNewGameDone()
00796 {
00797   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00798 
00799   /* In a dedicated server, the server does not play */
00800   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00801     SetLocalCompany(COMPANY_SPECTATOR);
00802     IConsoleCmdExec("exec scripts/game_start.scr 0");
00803     return;
00804   }
00805 
00806   /* Create a single company */
00807   DoStartupNewCompany(false);
00808 
00809   Company *c = Company::Get(COMPANY_FIRST);
00810   c->settings = _settings_client.company;
00811 
00812   IConsoleCmdExec("exec scripts/game_start.scr 0");
00813 
00814   SetLocalCompany(COMPANY_FIRST);
00815   _current_company = _local_company;
00816 
00817   InitializeRailGUI();
00818 
00819 #ifdef ENABLE_NETWORK
00820   /* We are the server, we start a new company (not dedicated),
00821    * so set the default password *if* needed. */
00822   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00823     NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
00824   }
00825 #endif /* ENABLE_NETWORK */
00826 
00827   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00828 
00829   MarkWholeScreenDirty();
00830 }
00831 
00832 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00833 {
00834   _game_mode = GM_NORMAL;
00835 
00836   ResetGRFConfig(true);
00837   InitializeDynamicVariables();
00838 
00839   GenerateWorldSetCallback(&MakeNewGameDone);
00840   GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
00841 }
00842 
00843 static void MakeNewEditorWorldDone()
00844 {
00845   SetLocalCompany(OWNER_NONE);
00846 }
00847 
00848 static void MakeNewEditorWorld()
00849 {
00850   _game_mode = GM_EDITOR;
00851 
00852   ResetGRFConfig(true);
00853 
00854   GenerateWorldSetCallback(&MakeNewEditorWorldDone);
00855   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00856 }
00857 
00858 void StartupCompanies();
00859 void StartupDisasters();
00860 extern void StartupEconomy();
00861 
00867 static void StartScenario()
00868 {
00869   _game_mode = GM_NORMAL;
00870 
00871   /* invalid type */
00872   if (_file_to_saveload.mode == SL_INVALID) {
00873     DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
00874     SetDParamStr(0, GetSaveLoadErrorString());
00875     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00876     _game_mode = GM_MENU;
00877     return;
00878   }
00879 
00880   /* Reinitialize windows */
00881   ResetWindowSystem();
00882 
00883   SetupColoursAndInitialWindow();
00884 
00885   ResetGRFConfig(true);
00886 
00887   /* Load game */
00888   if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, SCENARIO_DIR) != SL_OK) {
00889     LoadIntroGame();
00890     SetDParamStr(0, GetSaveLoadErrorString());
00891     ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
00892   }
00893 
00894   _settings_game.difficulty = _settings_newgame.difficulty;
00895 
00896   /* Inititalize data */
00897   StartupEconomy();
00898   StartupCompanies();
00899   StartupEngines();
00900   StartupDisasters();
00901 
00902   SetLocalCompany(COMPANY_FIRST);
00903   _current_company = _local_company;
00904   Company *c = Company::Get(COMPANY_FIRST);
00905   c->settings = _settings_client.company;
00906 
00907   MarkWholeScreenDirty();
00908 }
00909 
00918 bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
00919 {
00920   GameMode ogm = _game_mode;
00921 
00922   _game_mode = newgm;
00923   assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
00924   switch (SaveOrLoad(filename, mode, subdir)) {
00925     case SL_OK: return true;
00926 
00927     case SL_REINIT:
00928       switch (ogm) {
00929         default:
00930         case GM_MENU:   LoadIntroGame();      break;
00931         case GM_EDITOR: MakeNewEditorWorld(); break;
00932       }
00933       return false;
00934 
00935     default:
00936       _game_mode = ogm;
00937       return false;
00938   }
00939 }
00940 
00941 void SwitchToMode(SwitchMode new_mode)
00942 {
00943 #ifdef ENABLE_NETWORK
00944   /* If we are saving something, the network stays in his current state */
00945   if (new_mode != SM_SAVE) {
00946     /* If the network is active, make it not-active */
00947     if (_networking) {
00948       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00949         NetworkReboot();
00950       } else {
00951         NetworkDisconnect();
00952       }
00953     }
00954 
00955     /* If we are a server, we restart the server */
00956     if (_is_network_server) {
00957       /* But not if we are going to the menu */
00958       if (new_mode != SM_MENU) {
00959         /* check if we should reload the config */
00960         if (_settings_client.network.reload_cfg) {
00961           LoadFromConfig();
00962           MakeNewgameSettingsLive();
00963           ResetGRFConfig(false);
00964         }
00965         NetworkServerStart();
00966       } else {
00967         /* This client no longer wants to be a network-server */
00968         _is_network_server = false;
00969       }
00970     }
00971   }
00972 #endif /* ENABLE_NETWORK */
00973   /* Make sure all AI controllers are gone at quiting game */
00974   if (new_mode != SM_SAVE) AI::KillAll();
00975 
00976   switch (new_mode) {
00977     case SM_EDITOR: // Switch to scenario editor
00978       MakeNewEditorWorld();
00979       break;
00980 
00981     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00982     case SM_NEWGAME: // New Game --> 'Random game'
00983 #ifdef ENABLE_NETWORK
00984       if (_network_server) {
00985         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00986       }
00987 #endif /* ENABLE_NETWORK */
00988       MakeNewGame(false, new_mode == SM_NEWGAME);
00989       break;
00990 
00991     case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
00992 #ifdef ENABLE_NETWORK
00993       if (_network_server) {
00994         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
00995       }
00996 #endif /* ENABLE_NETWORK */
00997       StartScenario();
00998       break;
00999 
01000     case SM_LOAD: { // Load game, Play Scenario
01001       ResetGRFConfig(true);
01002       ResetWindowSystem();
01003 
01004       if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
01005         LoadIntroGame();
01006         SetDParamStr(0, GetSaveLoadErrorString());
01007         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01008       } else {
01009         if (_saveload_mode == SLD_LOAD_SCENARIO) {
01010           StartupEngines();
01011         }
01012         /* Update the local company for a loaded game. It is either always
01013          * company #1 (eg 0) or in the case of a dedicated server a spectator */
01014         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
01015         /* Execute the game-start script */
01016         IConsoleCmdExec("exec scripts/game_start.scr 0");
01017         /* Decrease pause counter (was increased from opening load dialog) */
01018         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01019 #ifdef ENABLE_NETWORK
01020         if (_network_server) {
01021           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
01022         }
01023 #endif /* ENABLE_NETWORK */
01024       }
01025       break;
01026     }
01027 
01028     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
01029 #ifdef ENABLE_NETWORK
01030       if (_network_server) {
01031         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
01032       }
01033 #endif /* ENABLE_NETWORK */
01034       MakeNewGame(true, true);
01035       break;
01036 
01037     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
01038       SetLocalCompany(OWNER_NONE);
01039 
01040       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01041       MarkWholeScreenDirty();
01042       break;
01043 
01044     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
01045       if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
01046         SetLocalCompany(OWNER_NONE);
01047         _settings_newgame.game_creation.starting_year = _cur_year;
01048         /* Cancel the saveload pausing */
01049         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
01050       } else {
01051         SetDParamStr(0, GetSaveLoadErrorString());
01052         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01053       }
01054       break;
01055     }
01056 
01057     case SM_MENU: // Switch to game intro menu
01058       LoadIntroGame();
01059       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01060         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, 0, 0, true);
01061         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01062       }
01063       break;
01064 
01065     case SM_SAVE: // Save game
01066       /* Make network saved games on pause compatible to singleplayer */
01067       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01068         SetDParamStr(0, GetSaveLoadErrorString());
01069         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, 0, 0);
01070       } else {
01071         DeleteWindowById(WC_SAVELOAD, 0);
01072       }
01073       break;
01074 
01075     case SM_GENRANDLAND: // Generate random land within scenario editor
01076       SetLocalCompany(OWNER_NONE);
01077       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01078       /* XXX: set date */
01079       MarkWholeScreenDirty();
01080       break;
01081 
01082     default: NOT_REACHED();
01083   }
01084 
01085   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01086     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, 0, 0, true);
01087   }
01088 }
01089 
01090 
01097 static void CheckCaches()
01098 {
01099   /* Return here so it is easy to add checks that are run
01100    * always to aid testing of caches. */
01101   if (_debug_desync_level <= 1) return;
01102 
01103   /* Strict checking of the road stop cache entries */
01104   const RoadStop *rs;
01105   FOR_ALL_ROADSTOPS(rs) {
01106     if (IsStandardRoadStopTile(rs->xy)) continue;
01107 
01108     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01109     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01110     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01111   }
01112 
01113   Vehicle *v;
01114   FOR_ALL_VEHICLES(v) {
01115     if (v != v->First() || v->vehstatus & VS_CRASHED) continue;
01116 
01117     switch (v->type) {
01118       case VEH_ROAD: {
01119         RoadVehicle *rv = RoadVehicle::From(v);
01120         RoadVehicleCache cache;
01121         memset(&cache, 0, sizeof(cache));
01122         cache = rv->rcache;
01123         RoadVehUpdateCache(rv);
01124 
01125         if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
01126           DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
01127         }
01128       } break;
01129 
01130       case VEH_TRAIN: {
01131         uint length = 0;
01132         Train *t = Train::From(v);
01133         for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
01134 
01135         TrainCache *wagons = CallocT<TrainCache>(length);
01136         length = 0;
01137         for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
01138 
01139         t->ConsistChanged(true);
01140 
01141         length = 0;
01142         for (Train *u = t; u != NULL; u = u->Next()) {
01143           if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
01144             DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01145           }
01146           length++;
01147         }
01148 
01149         free(wagons);
01150       } break;
01151 
01152       case VEH_AIRCRAFT: {
01153         Aircraft *a = Aircraft::From(v);
01154         AircraftCache cache;
01155         memset(&cache, 0, sizeof(cache));
01156         cache = a->acache;
01157         UpdateAircraftCache(a);
01158 
01159         if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
01160           DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
01161         }
01162       } break;
01163 
01164       default:
01165         break;
01166     }
01167   }
01168 
01169   /* Check whether the caches are still valid */
01170   FOR_ALL_VEHICLES(v) {
01171     byte buff[sizeof(VehicleCargoList)];
01172     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01173     v->cargo.InvalidateCache();
01174     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01175   }
01176 
01177   Station *st;
01178   FOR_ALL_STATIONS(st) {
01179     for (CargoID c = 0; c < NUM_CARGO; c++) {
01180       byte buff[sizeof(StationCargoList)];
01181       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01182       st->goods[c].cargo.InvalidateCache();
01183       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01184     }
01185   }
01186 }
01187 
01193 void StateGameLoop()
01194 {
01195   /* dont execute the state loop during pause */
01196   if (_pause_mode != PM_UNPAUSED) {
01197     CallWindowTickEvent();
01198     return;
01199   }
01200   if (IsGeneratingWorld()) return;
01201 
01202   ClearStorageChanges(false);
01203 
01204   if (_game_mode == GM_EDITOR) {
01205     RunTileLoop();
01206     CallVehicleTicks();
01207     CallLandscapeTick();
01208     ClearStorageChanges(true);
01209 
01210     CallWindowTickEvent();
01211     NewsLoop();
01212   } else {
01213     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01214       /* Save the desync savegame if needed. */
01215       char name[MAX_PATH];
01216       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01217       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
01218     }
01219 
01220     CheckCaches();
01221 
01222     /* All these actions has to be done from OWNER_NONE
01223      *  for multiplayer compatibility */
01224     CompanyID old_company = _current_company;
01225     _current_company = OWNER_NONE;
01226 
01227     AnimateAnimatedTiles();
01228     IncreaseDate();
01229     RunTileLoop();
01230     CallVehicleTicks();
01231     CallLandscapeTick();
01232     ClearStorageChanges(true);
01233 
01234     AI::GameLoop();
01235 
01236     CallWindowTickEvent();
01237     NewsLoop();
01238     _current_company = old_company;
01239   }
01240 }
01241 
01244 static void DoAutosave()
01245 {
01246   char buf[MAX_PATH];
01247 
01248 #if defined(PSP)
01249   /* Autosaving in networking is too time expensive for the PSP */
01250   if (_networking) return;
01251 #endif /* PSP */
01252 
01253   if (_settings_client.gui.keep_all_autosave) {
01254     GenerateDefaultSaveName(buf, lastof(buf));
01255     strecat(buf, ".sav", lastof(buf));
01256   } else {
01257     static int _autosave_ctr = 0;
01258 
01259     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01260     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01261 
01262     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01263   }
01264 
01265   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01266   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01267     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, 0, 0);
01268   }
01269 }
01270 
01271 void GameLoop()
01272 {
01273   ProcessAsyncSaveFinish();
01274 
01275   /* autosave game? */
01276   if (_do_autosave) {
01277     _do_autosave = false;
01278     DoAutosave();
01279     RedrawAutosave();
01280   }
01281 
01282   /* switch game mode? */
01283   if (_switch_mode != SM_NONE) {
01284     SwitchToMode(_switch_mode);
01285     _switch_mode = SM_NONE;
01286   }
01287 
01288   IncreaseSpriteLRU();
01289   InteractiveRandom();
01290 
01291   extern int _caret_timer;
01292   _caret_timer += 3;
01293   _palette_animation_counter += 8;
01294   CursorTick();
01295 
01296 #ifdef ENABLE_NETWORK
01297   /* Check for UDP stuff */
01298   if (_network_available) NetworkUDPGameLoop();
01299 
01300   if (_networking && !IsGeneratingWorld()) {
01301     /* Multiplayer */
01302     NetworkGameLoop();
01303   } else {
01304     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01305       /* This means that we want to reconnect to the last host
01306        * We do this here, because it means that the network is really closed */
01307       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01308     }
01309     /* Singleplayer */
01310     StateGameLoop();
01311   }
01312 #else
01313   StateGameLoop();
01314 #endif /* ENABLE_NETWORK */
01315 
01316   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01317 
01318   if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
01319 
01320   InputLoop();
01321 
01322   _sound_driver->MainLoop();
01323   MusicLoop();
01324 }

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