openttd.cpp

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00001 /* $Id: openttd.cpp 22701 2011-07-30 17:45:37Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 
00014 #include "blitter/factory.hpp"
00015 #include "sound/sound_driver.hpp"
00016 #include "music/music_driver.hpp"
00017 #include "video/video_driver.hpp"
00018 
00019 #include "fontcache.h"
00020 #include "gui.h"
00021 #include "sound_func.h"
00022 #include "window_func.h"
00023 
00024 #include "base_media_base.h"
00025 #include "saveload/saveload.h"
00026 #include "company_func.h"
00027 #include "command_func.h"
00028 #include "news_func.h"
00029 #include "fios.h"
00030 #include "aircraft.h"
00031 #include "roadveh.h"
00032 #include "train.h"
00033 #include "ship.h"
00034 #include "console_func.h"
00035 #include "screenshot.h"
00036 #include "network/network.h"
00037 #include "network/network_func.h"
00038 #include "signs_base.h"
00039 #include "ai/ai.hpp"
00040 #include "ai/ai_config.hpp"
00041 #include "settings_func.h"
00042 #include "genworld.h"
00043 #include "group.h"
00044 #include "strings_func.h"
00045 #include "date_func.h"
00046 #include "vehicle_func.h"
00047 #include "gamelog.h"
00048 #include "animated_tile_func.h"
00049 #include "roadstop_base.h"
00050 #include "elrail_func.h"
00051 #include "rev.h"
00052 #include "highscore.h"
00053 #include "thread/thread.h"
00054 #include "station_base.h"
00055 #include "crashlog.h"
00056 #include "engine_func.h"
00057 #include "core/random_func.hpp"
00058 #include "rail_gui.h"
00059 #include "core/backup_type.hpp"
00060 #include "hotkeys.h"
00061 #include "newgrf.h"
00062 
00063 
00064 #include "town.h"
00065 #include "industry.h"
00066 
00067 #include <stdarg.h>
00068 
00069 #include "table/strings.h"
00070 
00071 StringID _switch_mode_errorstr;
00072 
00073 void CallLandscapeTick();
00074 void IncreaseDate();
00075 void DoPaletteAnimations();
00076 void MusicLoop();
00077 void ResetMusic();
00078 void CallWindowTickEvent();
00079 
00080 extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
00081 extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
00082 extern void ShowOSErrorBox(const char *buf, bool system);
00083 extern char *_config_file;
00084 
00090 void CDECL usererror(const char *s, ...)
00091 {
00092   va_list va;
00093   char buf[512];
00094 
00095   va_start(va, s);
00096   vsnprintf(buf, lengthof(buf), s, va);
00097   va_end(va);
00098 
00099   ShowOSErrorBox(buf, false);
00100   if (_video_driver != NULL) _video_driver->Stop();
00101 
00102   exit(1);
00103 }
00104 
00110 void CDECL error(const char *s, ...)
00111 {
00112   va_list va;
00113   char buf[512];
00114 
00115   va_start(va, s);
00116   vsnprintf(buf, lengthof(buf), s, va);
00117   va_end(va);
00118 
00119   ShowOSErrorBox(buf, true);
00120 
00121   /* Set the error message for the crash log and then invoke it. */
00122   CrashLog::SetErrorMessage(buf);
00123   abort();
00124 }
00125 
00130 void CDECL ShowInfoF(const char *str, ...)
00131 {
00132   va_list va;
00133   char buf[1024];
00134   va_start(va, str);
00135   vsnprintf(buf, lengthof(buf), str, va);
00136   va_end(va);
00137   ShowInfo(buf);
00138 }
00139 
00143 static void ShowHelp()
00144 {
00145   char buf[8192];
00146   char *p = buf;
00147 
00148   p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
00149   p = strecpy(p,
00150     "\n"
00151     "\n"
00152     "Command line options:\n"
00153     "  -v drv              = Set video driver (see below)\n"
00154     "  -s drv              = Set sound driver (see below) (param bufsize,hz)\n"
00155     "  -m drv              = Set music driver (see below)\n"
00156     "  -b drv              = Set the blitter to use (see below)\n"
00157     "  -r res              = Set resolution (for instance 800x600)\n"
00158     "  -h                  = Display this help text\n"
00159     "  -t year             = Set starting year\n"
00160     "  -d [[fac=]lvl[,...]]= Debug mode\n"
00161     "  -e                  = Start Editor\n"
00162     "  -g [savegame]       = Start new/save game immediately\n"
00163     "  -G seed             = Set random seed\n"
00164 #if defined(ENABLE_NETWORK)
00165     "  -n [ip:port#company]= Start networkgame\n"
00166     "  -p password         = Password to join server\n"
00167     "  -P password         = Password to join company\n"
00168     "  -D [ip][:port]      = Start dedicated server\n"
00169     "  -l ip[:port]        = Redirect DEBUG()\n"
00170 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00171     "  -f                  = Fork into the background (dedicated only)\n"
00172 #endif
00173 #endif /* ENABLE_NETWORK */
00174     "  -i palette          = Force to use the DOS (0) or Windows (1) palette\n"
00175     "                          (defines default setting when adding newgrfs)\n"
00176     "                        Default value (2) lets OpenTTD use the palette\n"
00177     "                          specified in graphics set file (see below)\n"
00178     "  -I graphics_set     = Force the graphics set (see below)\n"
00179     "  -S sounds_set       = Force the sounds set (see below)\n"
00180     "  -M music_set        = Force the music set (see below)\n"
00181     "  -c config_file      = Use 'config_file' instead of 'openttd.cfg'\n"
00182     "  -x                  = Do not automatically save to config file on exit\n"
00183     "\n",
00184     lastof(buf)
00185   );
00186 
00187   /* List the graphics packs */
00188   p = BaseGraphics::GetSetsList(p, lastof(buf));
00189 
00190   /* List the sounds packs */
00191   p = BaseSounds::GetSetsList(p, lastof(buf));
00192 
00193   /* List the music packs */
00194   p = BaseMusic::GetSetsList(p, lastof(buf));
00195 
00196   /* List the drivers */
00197   p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
00198 
00199   /* List the blitters */
00200   p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
00201 
00202   /* We need to initialize the AI, so it finds the AIs */
00203   TarScanner::DoScan();
00204   AI::Initialize();
00205   p = AI::GetConsoleList(p, lastof(buf), true);
00206   AI::Uninitialize(true);
00207 
00208   /* ShowInfo put output to stderr, but version information should go
00209    * to stdout; this is the only exception */
00210 #if !defined(WIN32) && !defined(WIN64)
00211   printf("%s\n", buf);
00212 #else
00213   ShowInfo(buf);
00214 #endif
00215 }
00216 
00217 
00218 struct MyGetOptData {
00219   char *opt;
00220   int numleft;
00221   char **argv;
00222   const char *options;
00223   char *cont;
00224 
00225   MyGetOptData(int argc, char **argv, const char *options)
00226   {
00227     opt = NULL;
00228     numleft = argc;
00229     this->argv = argv;
00230     this->options = options;
00231     cont = NULL;
00232   }
00233 };
00234 
00235 static int MyGetOpt(MyGetOptData *md)
00236 {
00237   char *s = md->cont;
00238   if (s != NULL) {
00239     goto md_continue_here;
00240   }
00241 
00242   for (;;) {
00243     if (--md->numleft < 0) return -1;
00244 
00245     s = *md->argv++;
00246     if (*s == '-') {
00247 md_continue_here:;
00248       s++;
00249       if (*s != 0) {
00250         const char *r;
00251         /* Found argument, try to locate it in options. */
00252         if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
00253           /* ERROR! */
00254           return -2;
00255         }
00256         if (r[1] == ':') {
00257           char *t;
00258           /* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
00259           if (!*(t = s + 1)) {
00260             /* It comes as a separate arg. Check if out of args? */
00261             if (--md->numleft < 0 || *(t = *md->argv) == '-') {
00262               /* Check if item is optional? */
00263               if (r[2] != ':') return -2;
00264               md->numleft++;
00265               t = NULL;
00266             } else {
00267               md->argv++;
00268             }
00269           }
00270           md->opt = t;
00271           md->cont = NULL;
00272           return *s;
00273         }
00274         md->opt = NULL;
00275         md->cont = s;
00276         return *s;
00277       }
00278     } else {
00279       /* This is currently not supported. */
00280       return -2;
00281     }
00282   }
00283 }
00284 
00291 static void ParseResolution(Dimension *res, const char *s)
00292 {
00293   const char *t = strchr(s, 'x');
00294   if (t == NULL) {
00295     ShowInfoF("Invalid resolution '%s'", s);
00296     return;
00297   }
00298 
00299   res->width  = max(strtoul(s, NULL, 0), 64UL);
00300   res->height = max(strtoul(t + 1, NULL, 0), 64UL);
00301 }
00302 
00303 
00308 static void ShutdownGame()
00309 {
00310   IConsoleFree();
00311 
00312   if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
00313 
00314   DriverFactoryBase::ShutdownDrivers();
00315 
00316   UnInitWindowSystem();
00317 
00318   /* stop the AI */
00319   AI::Uninitialize(false);
00320 
00321   /* Uninitialize variables that are allocated dynamically */
00322   GamelogReset();
00323   _town_pool.CleanPool();
00324   _industry_pool.CleanPool();
00325   _station_pool.CleanPool();
00326   _roadstop_pool.CleanPool();
00327   _vehicle_pool.CleanPool();
00328   _sign_pool.CleanPool();
00329   _order_pool.CleanPool();
00330   _group_pool.CleanPool();
00331   _cargopacket_pool.CleanPool();
00332   _engine_pool.CleanPool();
00333   _company_pool.CleanPool();
00334 
00335 #ifdef ENABLE_NETWORK
00336   free(_config_file);
00337 #endif
00338 
00339   ResetNewGRFData();
00340 
00341   /* Close all and any open filehandles */
00342   FioCloseAll();
00343 }
00344 
00345 static void LoadIntroGame()
00346 {
00347   _game_mode = GM_MENU;
00348 
00349   ResetGRFConfig(false);
00350 
00351   /* Setup main window */
00352   ResetWindowSystem();
00353   SetupColoursAndInitialWindow();
00354 
00355   /* Load the default opening screen savegame */
00356   if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
00357     GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
00358     WaitTillGeneratedWorld();
00359     SetLocalCompany(COMPANY_SPECTATOR);
00360   } else {
00361     SetLocalCompany(COMPANY_FIRST);
00362   }
00363 
00364   _pause_mode = PM_UNPAUSED;
00365   _cursor.fix_at = false;
00366 
00367   CheckForMissingSprites();
00368   CheckForMissingGlyphsInLoadedLanguagePack();
00369 
00370   /* Play main theme */
00371   if (_music_driver->IsSongPlaying()) ResetMusic();
00372 }
00373 
00374 void MakeNewgameSettingsLive()
00375 {
00376 #ifdef ENABLE_AI
00377   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00378     if (_settings_game.ai_config[c] != NULL) {
00379       delete _settings_game.ai_config[c];
00380     }
00381   }
00382 #endif /* ENABLE_AI */
00383 
00384   /* Copy newgame settings to active settings.
00385    * Also initialise old settings needed for savegame conversion. */
00386   _settings_game = _settings_newgame;
00387   _old_vds = _settings_client.company.vehicle;
00388 
00389 #ifdef ENABLE_AI
00390   for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
00391     _settings_game.ai_config[c] = NULL;
00392     if (_settings_newgame.ai_config[c] != NULL) {
00393       _settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
00394     }
00395   }
00396 #endif /* ENABLE_AI */
00397 }
00398 
00399 #if defined(UNIX) && !defined(__MORPHOS__)
00400 extern void DedicatedFork();
00401 #endif
00402 
00403 int ttd_main(int argc, char *argv[])
00404 {
00405   int i;
00406   const char *optformat;
00407   char *musicdriver = NULL;
00408   char *sounddriver = NULL;
00409   char *videodriver = NULL;
00410   char *blitter = NULL;
00411   char *graphics_set = NULL;
00412   char *sounds_set = NULL;
00413   char *music_set = NULL;
00414   Dimension resolution = {0, 0};
00415   Year startyear = INVALID_YEAR;
00416   uint generation_seed = GENERATE_NEW_SEED;
00417   bool save_config = true;
00418 #if defined(ENABLE_NETWORK)
00419   bool dedicated = false;
00420   bool network   = false;
00421   char *network_conn = NULL;
00422   char *debuglog_conn = NULL;
00423   char *dedicated_host = NULL;
00424   uint16 dedicated_port = 0;
00425   char *join_server_password = NULL;
00426   char *join_company_password = NULL;
00427 
00428   extern bool _dedicated_forks;
00429   _dedicated_forks = false;
00430 #endif /* ENABLE_NETWORK */
00431 
00432   _game_mode = GM_MENU;
00433   _switch_mode = SM_MENU;
00434   _switch_mode_errorstr = INVALID_STRING_ID;
00435   _config_file = NULL;
00436 
00437   /* The last param of the following function means this:
00438    *   a letter means: it accepts that param (e.g.: -h)
00439    *   a ':' behind it means: it need a param (e.g.: -m<driver>)
00440    *   a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
00441   optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
00442 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
00443     "f"
00444 #endif
00445   ;
00446 
00447   MyGetOptData mgo(argc - 1, argv + 1, optformat);
00448 
00449   while ((i = MyGetOpt(&mgo)) != -1) {
00450     switch (i) {
00451     case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
00452     case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
00453     case 'M': free(music_set); music_set = strdup(mgo.opt); break;
00454     case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
00455     case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
00456     case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
00457     case 'b': free(blitter); blitter = strdup(mgo.opt); break;
00458 #if defined(ENABLE_NETWORK)
00459     case 'D':
00460       free(musicdriver);
00461       free(sounddriver);
00462       free(videodriver);
00463       free(blitter);
00464       musicdriver = strdup("null");
00465       sounddriver = strdup("null");
00466       videodriver = strdup("dedicated");
00467       blitter = strdup("null");
00468       dedicated = true;
00469       SetDebugString("net=6");
00470       if (mgo.opt != NULL) {
00471         /* Use the existing method for parsing (openttd -n).
00472          * However, we do ignore the #company part. */
00473         const char *temp = NULL;
00474         const char *port = NULL;
00475         ParseConnectionString(&temp, &port, mgo.opt);
00476         if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
00477         if (port != NULL) dedicated_port = atoi(port);
00478       }
00479       break;
00480     case 'f': _dedicated_forks = true; break;
00481     case 'n':
00482       network = true;
00483       network_conn = mgo.opt; // optional IP parameter, NULL if unset
00484       break;
00485     case 'l':
00486       debuglog_conn = mgo.opt;
00487       break;
00488     case 'p':
00489       join_server_password = mgo.opt;
00490       break;
00491     case 'P':
00492       join_company_password = mgo.opt;
00493       break;
00494 #endif /* ENABLE_NETWORK */
00495     case 'r': ParseResolution(&resolution, mgo.opt); break;
00496     case 't': startyear = atoi(mgo.opt); break;
00497     case 'd': {
00498 #if defined(WIN32)
00499         CreateConsole();
00500 #endif
00501         if (mgo.opt != NULL) SetDebugString(mgo.opt);
00502         break;
00503       }
00504     case 'e': _switch_mode = SM_EDITOR; break;
00505     case 'i':
00506       /* there is an argument, it is not empty, and it is exactly 1 char long */
00507       if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
00508         _use_palette = (PaletteType)(mgo.opt[0] - '0');
00509         if (_use_palette <= MAX_PAL) break;
00510       }
00511       usererror("Valid value for '-i' is 0, 1 or 2");
00512     case 'g':
00513       if (mgo.opt != NULL) {
00514         strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
00515         _switch_mode = SM_LOAD;
00516         _file_to_saveload.mode = SL_LOAD;
00517 
00518         /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
00519         const char *t = strrchr(_file_to_saveload.name, '.');
00520         if (t != NULL) {
00521           FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
00522           if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
00523         }
00524 
00525         break;
00526       }
00527 
00528       _switch_mode = SM_NEWGAME;
00529       /* Give a random map if no seed has been given */
00530       if (generation_seed == GENERATE_NEW_SEED) {
00531         generation_seed = InteractiveRandom();
00532       }
00533       break;
00534     case 'G': generation_seed = atoi(mgo.opt); break;
00535     case 'c': _config_file = strdup(mgo.opt); break;
00536     case 'x': save_config = false; break;
00537     case -2:
00538     case 'h':
00539       /* The next two functions are needed to list the graphics sets.
00540        * We can't do them earlier because then we can't show it on
00541        * the debug console as that hasn't been configured yet. */
00542       DeterminePaths(argv[0]);
00543       BaseGraphics::FindSets();
00544       BaseSounds::FindSets();
00545       BaseMusic::FindSets();
00546       ShowHelp();
00547       return 0;
00548     }
00549   }
00550 
00551 #if defined(WINCE) && defined(_DEBUG)
00552   /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
00553   SetDebugString("4");
00554 #endif
00555 
00556   DeterminePaths(argv[0]);
00557   BaseGraphics::FindSets();
00558   BaseSounds::FindSets();
00559   BaseMusic::FindSets();
00560 
00561 #if defined(ENABLE_NETWORK) && defined(UNIX) && !defined(__MORPHOS__)
00562   /* We must fork here, or we'll end up without some resources we need (like sockets) */
00563   if (_dedicated_forks) DedicatedFork();
00564 #endif
00565 
00566   TarScanner::DoScan();
00567   AI::Initialize();
00568   LoadFromConfig();
00569   AI::Uninitialize(true);
00570   CheckConfig();
00571   LoadFromHighScore();
00572   LoadHotkeysFromConfig();
00573 
00574   if (resolution.width != 0) { _cur_resolution = resolution; }
00575   if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
00576   if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
00577 
00578   /*
00579    * The width and height must be at least 1 pixel and width times
00580    * height must still fit within a 32 bits integer, this way all
00581    * internal drawing routines work correctly.
00582    */
00583   _cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX);
00584   _cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
00585 
00586 #if defined(ENABLE_NETWORK)
00587   if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
00588   if (dedicated_host) {
00589     _network_bind_list.Clear();
00590     *_network_bind_list.Append() = strdup(dedicated_host);
00591   }
00592   if (dedicated_port) _settings_client.network.server_port = dedicated_port;
00593   if (_dedicated_forks && !dedicated) _dedicated_forks = false;
00594 #endif /* ENABLE_NETWORK */
00595 
00596   /* enumerate language files */
00597   InitializeLanguagePacks();
00598 
00599   /* initialize screenshot formats */
00600   InitializeScreenshotFormats();
00601 
00602   /* Initialize FreeType */
00603   InitFreeType();
00604 
00605   /* This must be done early, since functions use the SetWindowDirty* calls */
00606   InitWindowSystem();
00607 
00608   /* Look for the sounds before the graphics. Otherwise none would be set and
00609    * the first initialisation of the video happens on the wrong data. Now it
00610    * can do the first initialisation right. */
00611   if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
00612   if (!BaseSounds::SetSet(sounds_set)) {
00613     StrEmpty(sounds_set) ?
00614       usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
00615       usererror("Failed to select requested sounds set '%s'", sounds_set);
00616   }
00617   free(sounds_set);
00618 
00619   if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
00620   if (!BaseGraphics::SetSet(graphics_set)) {
00621     StrEmpty(graphics_set) ?
00622       usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
00623       usererror("Failed to select requested graphics set '%s'", graphics_set);
00624   }
00625   free(graphics_set);
00626 
00627   if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
00628   if (!BaseMusic::SetSet(music_set)) {
00629     StrEmpty(music_set) ?
00630       usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
00631       usererror("Failed to select requested music set '%s'", music_set);
00632   }
00633   free(music_set);
00634 
00635   /* Initialize game palette */
00636   GfxInitPalettes();
00637 
00638   DEBUG(misc, 1, "Loading blitter...");
00639   if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
00640   if (BlitterFactoryBase::SelectBlitter(blitter) == NULL) {
00641     StrEmpty(blitter) ?
00642       usererror("Failed to autoprobe blitter") :
00643       usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
00644   }
00645   free(blitter);
00646 
00647   DEBUG(driver, 1, "Loading drivers...");
00648 
00649   if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
00650   _sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
00651   if (_sound_driver == NULL) {
00652     StrEmpty(sounddriver) ?
00653       usererror("Failed to autoprobe sound driver") :
00654       usererror("Failed to select requested sound driver '%s'", sounddriver);
00655   }
00656   free(sounddriver);
00657 
00658   if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
00659   _video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
00660   if (_video_driver == NULL) {
00661     StrEmpty(videodriver) ?
00662       usererror("Failed to autoprobe video driver") :
00663       usererror("Failed to select requested video driver '%s'", videodriver);
00664   }
00665   free(videodriver);
00666 
00667   if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
00668   _music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
00669   if (_music_driver == NULL) {
00670     StrEmpty(musicdriver) ?
00671       usererror("Failed to autoprobe music driver") :
00672       usererror("Failed to select requested music driver '%s'", musicdriver);
00673   }
00674   free(musicdriver);
00675 
00676   /* Initialize the zoom level of the screen to normal */
00677   _screen.zoom = ZOOM_LVL_NORMAL;
00678 
00679   /* restore saved music volume */
00680   _music_driver->SetVolume(_msf.music_vol);
00681 
00682   NetworkStartUp(); // initialize network-core
00683 
00684 #if defined(ENABLE_NETWORK)
00685   if (debuglog_conn != NULL && _network_available) {
00686     const char *not_used = NULL;
00687     const char *port = NULL;
00688     uint16 rport;
00689 
00690     rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
00691 
00692     ParseConnectionString(&not_used, &port, debuglog_conn);
00693     if (port != NULL) rport = atoi(port);
00694 
00695     NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
00696   }
00697 #endif /* ENABLE_NETWORK */
00698 
00699   ScanNewGRFFiles();
00700 
00701   ResetGRFConfig(false);
00702 
00703   /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
00704   if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
00705 
00706   /* initialize the ingame console */
00707   IConsoleInit();
00708   _cursor.in_window = true;
00709   InitializeGUI();
00710   IConsoleCmdExec("exec scripts/autoexec.scr 0");
00711 
00712   /* Take our initial lock on whatever we might want to do! */
00713   _genworld_paint_mutex->BeginCritical();
00714   _genworld_mapgen_mutex->BeginCritical();
00715 
00716   GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
00717   WaitTillGeneratedWorld();
00718 
00719   CheckForMissingGlyphsInLoadedLanguagePack();
00720 
00721 #ifdef ENABLE_NETWORK
00722   if (network && _network_available) {
00723     if (network_conn != NULL) {
00724       const char *port = NULL;
00725       const char *company = NULL;
00726       uint16 rport = NETWORK_DEFAULT_PORT;
00727       CompanyID join_as = COMPANY_NEW_COMPANY;
00728 
00729       ParseConnectionString(&company, &port, network_conn);
00730 
00731       if (company != NULL) {
00732         join_as = (CompanyID)atoi(company);
00733 
00734         if (join_as != COMPANY_SPECTATOR) {
00735           join_as--;
00736           if (join_as >= MAX_COMPANIES) return false;
00737         }
00738       }
00739       if (port != NULL) rport = atoi(port);
00740 
00741       LoadIntroGame();
00742       _switch_mode = SM_NONE;
00743       NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
00744     }
00745   }
00746 #endif /* ENABLE_NETWORK */
00747 
00748   _video_driver->MainLoop();
00749 
00750   WaitTillSaved();
00751 
00752   /* only save config if we have to */
00753   if (save_config) {
00754     SaveToConfig();
00755     SaveHotkeysToConfig();
00756     SaveToHighScore();
00757   }
00758 
00759   /* Reset windowing system, stop drivers, free used memory, ... */
00760   ShutdownGame();
00761 
00762   free(const_cast<char *>(BaseGraphics::ini_set));
00763   free(const_cast<char *>(BaseSounds::ini_set));
00764   free(const_cast<char *>(BaseMusic::ini_set));
00765   free(_ini_musicdriver);
00766   free(_ini_sounddriver);
00767   free(_ini_videodriver);
00768   free(_ini_blitter);
00769 
00770   return 0;
00771 }
00772 
00773 void HandleExitGameRequest()
00774 {
00775   if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
00776     _exit_game = true;
00777   } else if (_settings_client.gui.autosave_on_exit) {
00778     DoExitSave();
00779     _exit_game = true;
00780   } else {
00781     AskExitGame();
00782   }
00783 }
00784 
00785 static void MakeNewGameDone()
00786 {
00787   SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
00788 
00789   /* In a dedicated server, the server does not play */
00790   if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
00791     SetLocalCompany(COMPANY_SPECTATOR);
00792     IConsoleCmdExec("exec scripts/game_start.scr 0");
00793     return;
00794   }
00795 
00796   /* Create a single company */
00797   DoStartupNewCompany(false);
00798 
00799   Company *c = Company::Get(COMPANY_FIRST);
00800   c->settings = _settings_client.company;
00801 
00802   IConsoleCmdExec("exec scripts/game_start.scr 0");
00803 
00804   SetLocalCompany(COMPANY_FIRST);
00805 
00806   InitializeRailGUI();
00807 
00808 #ifdef ENABLE_NETWORK
00809   /* We are the server, we start a new company (not dedicated),
00810    * so set the default password *if* needed. */
00811   if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
00812     NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
00813   }
00814 #endif /* ENABLE_NETWORK */
00815 
00816   if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
00817 
00818   MarkWholeScreenDirty();
00819 }
00820 
00821 static void MakeNewGame(bool from_heightmap, bool reset_settings)
00822 {
00823   _game_mode = GM_NORMAL;
00824 
00825   ResetGRFConfig(true);
00826 
00827   GenerateWorldSetCallback(&MakeNewGameDone);
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   GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00844 }
00845 
00856 bool SafeLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir, struct LoadFilter *lf = NULL)
00857 {
00858   assert(mode == SL_LOAD || (lf == NULL && mode == SL_OLD_LOAD));
00859   GameMode ogm = _game_mode;
00860 
00861   _game_mode = newgm;
00862 
00863   switch (lf == NULL ? SaveOrLoad(filename, mode, subdir) : LoadWithFilter(lf)) {
00864     case SL_OK: return true;
00865 
00866     case SL_REINIT:
00867 #ifdef ENABLE_NETWORK
00868       if (_network_dedicated) {
00869         /*
00870          * We need to reinit a network map...
00871          * We can't simply load the intro game here as that game has many
00872          * special cases which make clients desync immediately. So we fall
00873          * back to just generating a new game with the current settings.
00874          */
00875         DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
00876         MakeNewGame(false, true);
00877         return false;
00878       }
00879       if (_network_server) {
00880         /* We can't load the intro game as server, so disconnect first. */
00881         NetworkDisconnect();
00882       }
00883 #endif /* ENABLE_NETWORK */
00884 
00885       switch (ogm) {
00886         default:
00887         case GM_MENU:   LoadIntroGame();      break;
00888         case GM_EDITOR: MakeNewEditorWorld(); break;
00889       }
00890       return false;
00891 
00892     default:
00893       _game_mode = ogm;
00894       return false;
00895   }
00896 }
00897 
00898 void SwitchToMode(SwitchMode new_mode)
00899 {
00900 #ifdef ENABLE_NETWORK
00901   /* If we are saving something, the network stays in his current state */
00902   if (new_mode != SM_SAVE) {
00903     /* If the network is active, make it not-active */
00904     if (_networking) {
00905       if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
00906         NetworkReboot();
00907       } else {
00908         NetworkDisconnect();
00909       }
00910     }
00911 
00912     /* If we are a server, we restart the server */
00913     if (_is_network_server) {
00914       /* But not if we are going to the menu */
00915       if (new_mode != SM_MENU) {
00916         /* check if we should reload the config */
00917         if (_settings_client.network.reload_cfg) {
00918           LoadFromConfig();
00919           MakeNewgameSettingsLive();
00920           ResetGRFConfig(false);
00921         }
00922         NetworkServerStart();
00923       } else {
00924         /* This client no longer wants to be a network-server */
00925         _is_network_server = false;
00926       }
00927     }
00928   }
00929 #endif /* ENABLE_NETWORK */
00930   /* Make sure all AI controllers are gone at quiting game */
00931   if (new_mode != SM_SAVE) AI::KillAll();
00932 
00933   switch (new_mode) {
00934     case SM_EDITOR: // Switch to scenario editor
00935       MakeNewEditorWorld();
00936       break;
00937 
00938     case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
00939     case SM_NEWGAME: // New Game --> 'Random game'
00940 #ifdef ENABLE_NETWORK
00941       if (_network_server) {
00942         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
00943       }
00944 #endif /* ENABLE_NETWORK */
00945       MakeNewGame(false, new_mode == SM_NEWGAME);
00946       break;
00947 
00948     case SM_LOAD: { // Load game, Play Scenario
00949       ResetGRFConfig(true);
00950       ResetWindowSystem();
00951 
00952       if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
00953         SetDParamStr(0, GetSaveLoadErrorString());
00954         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
00955       } else {
00956         if (_saveload_mode == SLD_LOAD_SCENARIO) {
00957           StartupEngines();
00958         }
00959         /* Update the local company for a loaded game. It is either always
00960          * company #1 (eg 0) or in the case of a dedicated server a spectator */
00961         SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
00962         /* Execute the game-start script */
00963         IConsoleCmdExec("exec scripts/game_start.scr 0");
00964         /* Decrease pause counter (was increased from opening load dialog) */
00965         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00966 #ifdef ENABLE_NETWORK
00967         if (_network_server) {
00968           snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
00969         }
00970 #endif /* ENABLE_NETWORK */
00971       }
00972       break;
00973     }
00974 
00975     case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
00976 #ifdef ENABLE_NETWORK
00977       if (_network_server) {
00978         snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
00979       }
00980 #endif /* ENABLE_NETWORK */
00981       MakeNewGame(true, true);
00982       break;
00983 
00984     case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
00985       SetLocalCompany(OWNER_NONE);
00986 
00987       GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
00988       MarkWholeScreenDirty();
00989       break;
00990 
00991     case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
00992       if (SafeLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
00993         SetLocalCompany(OWNER_NONE);
00994         _settings_newgame.game_creation.starting_year = _cur_year;
00995         /* Cancel the saveload pausing */
00996         DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
00997       } else {
00998         SetDParamStr(0, GetSaveLoadErrorString());
00999         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01000       }
01001       break;
01002     }
01003 
01004     case SM_MENU: // Switch to game intro menu
01005       LoadIntroGame();
01006       if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
01007         ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
01008         BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
01009       }
01010       break;
01011 
01012     case SM_SAVE: // Save game
01013       /* Make network saved games on pause compatible to singleplayer */
01014       if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
01015         SetDParamStr(0, GetSaveLoadErrorString());
01016         ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
01017       } else {
01018         DeleteWindowById(WC_SAVELOAD, 0);
01019       }
01020       break;
01021 
01022     case SM_GENRANDLAND: // Generate random land within scenario editor
01023       SetLocalCompany(OWNER_NONE);
01024       GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
01025       /* XXX: set date */
01026       MarkWholeScreenDirty();
01027       break;
01028 
01029     default: NOT_REACHED();
01030   }
01031 
01032   if (_switch_mode_errorstr != INVALID_STRING_ID) {
01033     ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
01034     _switch_mode_errorstr = INVALID_STRING_ID;
01035   }
01036 }
01037 
01038 
01045 static void CheckCaches()
01046 {
01047   /* Return here so it is easy to add checks that are run
01048    * always to aid testing of caches. */
01049   if (_debug_desync_level <= 1) return;
01050 
01051   /* Strict checking of the road stop cache entries */
01052   const RoadStop *rs;
01053   FOR_ALL_ROADSTOPS(rs) {
01054     if (IsStandardRoadStopTile(rs->xy)) continue;
01055 
01056     assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
01057     rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
01058     rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
01059   }
01060 
01061   Vehicle *v;
01062   FOR_ALL_VEHICLES(v) {
01063     extern void FillNewGRFVehicleCache(const Vehicle *v);
01064     if (v != v->First() || v->vehstatus & VS_CRASHED || !v->IsPrimaryVehicle()) continue;
01065 
01066     uint length = 0;
01067     for (const Vehicle *u = v; u != NULL; u = u->Next()) length++;
01068 
01069     NewGRFCache        *grf_cache = CallocT<NewGRFCache>(length);
01070     VehicleCache       *veh_cache = CallocT<VehicleCache>(length);
01071     GroundVehicleCache *gro_cache = CallocT<GroundVehicleCache>(length);
01072     TrainCache         *tra_cache = CallocT<TrainCache>(length);
01073 
01074     length = 0;
01075     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01076       FillNewGRFVehicleCache(u);
01077       grf_cache[length] = u->grf_cache;
01078       veh_cache[length] = u->vcache;
01079       switch (u->type) {
01080         case VEH_TRAIN:
01081           gro_cache[length] = Train::From(u)->gcache;
01082           tra_cache[length] = Train::From(u)->tcache;
01083           break;
01084         case VEH_ROAD:
01085           gro_cache[length] = RoadVehicle::From(u)->gcache;
01086           break;
01087         default:
01088           break;
01089       }
01090       length++;
01091     }
01092 
01093     switch (v->type) {
01094       case VEH_TRAIN:    Train::From(v)->ConsistChanged(true);     break;
01095       case VEH_ROAD:     RoadVehUpdateCache(RoadVehicle::From(v)); break;
01096       case VEH_AIRCRAFT: UpdateAircraftCache(Aircraft::From(v));   break;
01097       case VEH_SHIP:     Ship::From(v)->UpdateCache();             break;
01098       default: break;
01099     }
01100 
01101     length = 0;
01102     for (const Vehicle *u = v; u != NULL; u = u->Next()) {
01103       FillNewGRFVehicleCache(u);
01104       if (memcmp(&grf_cache[length], &u->grf_cache, sizeof(NewGRFCache)) != 0) {
01105         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);
01106       }
01107       if (memcmp(&veh_cache[length], &u->vcache, sizeof(VehicleCache)) != 0) {
01108         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);
01109       }
01110       switch (u->type) {
01111         case VEH_TRAIN:
01112           if (memcmp(&gro_cache[length], &Train::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01113             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);
01114           }
01115           if (memcmp(&tra_cache[length], &Train::From(u)->tcache, sizeof(TrainCache)) != 0) {
01116             DEBUG(desync, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
01117           }
01118           break;
01119         case VEH_ROAD:
01120           if (memcmp(&gro_cache[length], &RoadVehicle::From(u)->gcache, sizeof(GroundVehicleCache)) != 0) {
01121             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);
01122           }
01123           break;
01124         default:
01125           break;
01126       }
01127       length++;
01128     }
01129 
01130     free(grf_cache);
01131     free(veh_cache);
01132     free(gro_cache);
01133     free(tra_cache);
01134   }
01135 
01136   /* Check whether the caches are still valid */
01137   FOR_ALL_VEHICLES(v) {
01138     byte buff[sizeof(VehicleCargoList)];
01139     memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
01140     v->cargo.InvalidateCache();
01141     assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
01142   }
01143 
01144   Station *st;
01145   FOR_ALL_STATIONS(st) {
01146     for (CargoID c = 0; c < NUM_CARGO; c++) {
01147       byte buff[sizeof(StationCargoList)];
01148       memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
01149       st->goods[c].cargo.InvalidateCache();
01150       assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
01151     }
01152   }
01153 }
01154 
01160 void StateGameLoop()
01161 {
01162   /* dont execute the state loop during pause */
01163   if (_pause_mode != PM_UNPAUSED) {
01164     UpdateLandscapingLimits();
01165     CallWindowTickEvent();
01166     return;
01167   }
01168   if (IsGeneratingWorld()) return;
01169 
01170   ClearStorageChanges(false);
01171 
01172   if (_game_mode == GM_EDITOR) {
01173     RunTileLoop();
01174     CallVehicleTicks();
01175     CallLandscapeTick();
01176     ClearStorageChanges(true);
01177     UpdateLandscapingLimits();
01178 
01179     CallWindowTickEvent();
01180     NewsLoop();
01181   } else {
01182     if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
01183       /* Save the desync savegame if needed. */
01184       char name[MAX_PATH];
01185       snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
01186       SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR, false);
01187     }
01188 
01189     CheckCaches();
01190 
01191     /* All these actions has to be done from OWNER_NONE
01192      *  for multiplayer compatibility */
01193     Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
01194 
01195     AnimateAnimatedTiles();
01196     IncreaseDate();
01197     RunTileLoop();
01198     CallVehicleTicks();
01199     CallLandscapeTick();
01200     ClearStorageChanges(true);
01201 
01202     AI::GameLoop();
01203     UpdateLandscapingLimits();
01204 
01205     CallWindowTickEvent();
01206     NewsLoop();
01207     cur_company.Restore();
01208   }
01209 
01210   assert(IsLocalCompany());
01211 }
01212 
01217 static void DoAutosave()
01218 {
01219   char buf[MAX_PATH];
01220 
01221 #if defined(PSP)
01222   /* Autosaving in networking is too time expensive for the PSP */
01223   if (_networking) return;
01224 #endif /* PSP */
01225 
01226   if (_settings_client.gui.keep_all_autosave) {
01227     GenerateDefaultSaveName(buf, lastof(buf));
01228     strecat(buf, ".sav", lastof(buf));
01229   } else {
01230     static int _autosave_ctr = 0;
01231 
01232     /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
01233     snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
01234 
01235     if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
01236   }
01237 
01238   DEBUG(sl, 2, "Autosaving to '%s'", buf);
01239   if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
01240     ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
01241   }
01242 }
01243 
01244 void GameLoop()
01245 {
01246   ProcessAsyncSaveFinish();
01247 
01248   /* autosave game? */
01249   if (_do_autosave) {
01250     _do_autosave = false;
01251     DoAutosave();
01252     SetWindowDirty(WC_STATUS_BAR, 0);
01253   }
01254 
01255   /* switch game mode? */
01256   if (_switch_mode != SM_NONE) {
01257     SwitchToMode(_switch_mode);
01258     _switch_mode = SM_NONE;
01259   }
01260 
01261   IncreaseSpriteLRU();
01262   InteractiveRandom();
01263 
01264   extern int _caret_timer;
01265   _caret_timer += 3;
01266   CursorTick();
01267 
01268 #ifdef ENABLE_NETWORK
01269   /* Check for UDP stuff */
01270   if (_network_available) NetworkUDPGameLoop();
01271 
01272   if (_networking && !IsGeneratingWorld()) {
01273     /* Multiplayer */
01274     NetworkGameLoop();
01275   } else {
01276     if (_network_reconnect > 0 && --_network_reconnect == 0) {
01277       /* This means that we want to reconnect to the last host
01278        * We do this here, because it means that the network is really closed */
01279       NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
01280     }
01281     /* Singleplayer */
01282     StateGameLoop();
01283   }
01284 
01285   /* Check chat messages roughly once a second. */
01286   static uint check_message = 0;
01287   if (++check_message > 1000 / MILLISECONDS_PER_TICK) {
01288     check_message = 0;
01289     NetworkChatMessageLoop();
01290   }
01291 #else
01292   StateGameLoop();
01293 #endif /* ENABLE_NETWORK */
01294 
01295   if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
01296 
01297   if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
01298 
01299   InputLoop();
01300 
01301   _sound_driver->MainLoop();
01302   MusicLoop();
01303 }