4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file openttd.cpp Functions related to starting OpenTTD. */
14 #include "blitter/blitter.h"
15 #include "sound/sound_driver.hpp"
16 #include "music/music_driver.hpp"
17 #include "video/video_driver.hpp"
24 #include "base_media_base.h"
25 #include "saveload/saveload.h"
26 #include "company_func.h"
27 #include "command_func.h"
28 #include "news_func.h"
34 #include "console_func.h"
35 #include "screenshot.h"
36 #include "network/network.h"
37 #include "network/network_func.h"
39 #include "ai/ai_config.hpp"
40 #include "settings_func.h"
43 #include "strings_func.h"
44 #include "date_func.h"
45 #include "vehicle_func.h"
47 #include "animated_tile_func.h"
48 #include "roadstop_base.h"
49 #include "elrail_func.h"
51 #include "highscore.h"
52 #include "station_base.h"
54 #include "engine_func.h"
55 #include "core/random_func.hpp"
57 #include "core/backup_type.hpp"
60 #include "misc/getoptdata.h"
61 #include "game/game.hpp"
62 #include "game/game_config.hpp"
64 #include "subsidy_func.h"
65 #include "gfx_layout.h"
68 #include "linkgraph/linkgraphschedule.h"
72 void CallLandscapeTick();
74 void DoPaletteAnimations();
77 void CallWindowTickEvent();
78 bool HandleBootstrap();
80 extern Company
*DoStartupNewCompany(bool is_ai
, CompanyID company
= INVALID_COMPANY
);
81 extern void ShowOSErrorBox(const char *buf
, bool system
);
82 extern char *_config_file
;
85 * Error handling for fatal user errors.
86 * @param s the string to print.
87 * @note Does NEVER return.
89 void CDECL
usererror(const char *s
, ...)
95 bstrvfmt (buf
, s
, va
);
98 ShowOSErrorBox(buf
, false);
99 if (VideoDriver::GetActiveDriver() != NULL
) VideoDriver::GetActiveDriver()->Stop();
105 * Error handling for fatal non-user errors.
106 * @param s the string to print.
107 * @note Does NEVER return.
109 void CDECL
error(const char *s
, ...)
115 bstrvfmt (buf
, s
, va
);
118 ShowOSErrorBox(buf
, true);
120 /* Set the error message for the crash log and then invoke it. */
121 CrashLog::SetErrorMessage(buf
);
126 * Shows some information on the console/a popup box depending on the OS.
127 * @param str the text to show.
129 void CDECL
ShowInfoF(const char *str
, ...)
134 bstrvfmt (buf
, str
, va
);
140 * Show the help message when someone passed a wrong parameter.
142 static void ShowHelp()
146 buf
.fmt ("OpenTTD %s\n", _openttd_revision
);
150 "Command line options:\n"
151 " -v drv = Set video driver (see below)\n"
152 " -s drv = Set sound driver (see below) (param bufsize,hz)\n"
153 " -m drv = Set music driver (see below)\n"
154 " -b drv = Set the blitter to use (see below)\n"
155 " -r res = Set resolution (for instance 800x600)\n"
156 " -h = Display this help text\n"
157 " -t year = Set starting year\n"
158 " -d [[fac=]lvl[,...]]= Debug mode\n"
159 " -e = Start Editor\n"
160 " -g [savegame] = Start new/save game immediately\n"
161 " -G seed = Set random seed\n"
162 #if defined(ENABLE_NETWORK)
163 " -n [ip:port#company]= Join network game\n"
164 " -p password = Password to join server\n"
165 " -P password = Password to join company\n"
166 " -D [ip][:port] = Start dedicated server\n"
167 " -l ip[:port] = Redirect DEBUG()\n"
168 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
169 " -f = Fork into the background (dedicated only)\n"
171 #endif /* ENABLE_NETWORK */
172 " -I graphics_set = Force the graphics set (see below)\n"
173 " -S sounds_set = Force the sounds set (see below)\n"
174 " -M music_set = Force the music set (see below)\n"
175 " -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
176 " -x = Do not automatically save to config file on exit\n"
177 " -q savegame = Write some information about the savegame and exit\n"
181 /* List the graphics packs */
182 BaseGraphics::GetSetsList (&buf
);
184 /* List the sounds packs */
185 BaseSounds::GetSetsList (&buf
);
187 /* List the music packs */
188 BaseMusic::GetSetsList (&buf
);
190 /* List the drivers */
191 MusicDriver::GetDriversInfo (&buf
);
192 SoundDriver::GetDriversInfo (&buf
);
193 VideoDriver::GetDriversInfo (&buf
);
195 /* List the blitters */
196 Blitter::list (&buf
);
198 /* List the debug facilities. */
199 DumpDebugFacilityNames (&buf
);
201 /* We need to initialize the AI, so it finds the AIs */
203 AI::GetConsoleList (&buf
, true);
204 AI::Uninitialize(true);
206 /* We need to initialize the GameScript, so it finds the GSs */
208 Game::GetConsoleList (&buf
, true);
209 Game::Uninitialize(true);
211 /* ShowInfo put output to stderr, but version information should go
212 * to stdout; this is the only exception */
213 #if !defined(WIN32) && !defined(WIN64)
214 printf("%s\n", buf
.c_str());
216 ShowInfo(buf
.c_str());
220 static void WriteSavegameInfo(const char *name
)
222 uint32 last_ottd_rev
= 0;
223 byte ever_modified
= 0;
224 bool removed_newgrfs
= false;
226 GamelogInfo(&_load_check_data
.gamelog
, &last_ottd_rev
, &ever_modified
, &removed_newgrfs
);
229 buf
.append_fmt ("Name: %s\n", name
);
230 buf
.append_fmt ("Savegame ver: %c%d\n", _load_check_data
.sl_version
.type
== SGT_FTTD
? 'F' : 'O', _load_check_data
.sl_version
.fttd
.version
);
231 buf
.append_fmt ("NewGRF ver: 0x%08X\n", last_ottd_rev
);
232 buf
.append_fmt ("Modified: %d\n", ever_modified
);
234 if (removed_newgrfs
) {
235 buf
.append ("NewGRFs have been removed\n");
238 buf
.append ("NewGRFs:\n");
239 if (_load_check_data
.HasNewGrfs()) {
240 for (GRFConfig
*c
= _load_check_data
.grfconfig
; c
!= NULL
; c
= c
->next
) {
242 md5sumToString (md5sum
, HasBit(c
->flags
, GCF_COMPATIBLE
) ? c
->original_md5sum
: c
->ident
.md5sum
);
243 buf
.append_fmt ("%08X %s %s\n", c
->ident
.grfid
, md5sum
, c
->filename
);
247 /* ShowInfo put output to stderr, but version information should go
248 * to stdout; this is the only exception */
249 #if !defined(WIN32) && !defined(WIN64)
250 printf("%s\n", buf
.c_str());
252 ShowInfo(buf
.c_str());
258 * Extract the resolution from the given string and store
259 * it in the 'res' parameter.
260 * @param res variable to store the resolution in.
261 * @param s the string to decompose.
263 static void ParseResolution(Dimension
*res
, const char *s
)
265 const char *t
= strchr(s
, 'x');
267 ShowInfoF("Invalid resolution '%s'", s
);
271 res
->width
= max(strtoul(s
, NULL
, 0), 64UL);
272 res
->height
= max(strtoul(t
+ 1, NULL
, 0), 64UL);
277 * Unitializes drivers, frees allocated memory, cleans pools, ...
278 * Generally, prepares the game for shutting down
280 static void ShutdownGame()
284 if (_network_available
) NetworkShutDown(); // Shut down the network and close any open connections
286 MusicDriver::ShutdownDriver();
287 SoundDriver::ShutdownDriver();
288 VideoDriver::ShutdownDriver();
290 UnInitWindowSystem();
292 /* stop the scripts */
293 AI::Uninitialize(false);
294 Game::Uninitialize(false);
296 /* Uninitialize variables that are allocated dynamically */
299 #ifdef ENABLE_NETWORK
303 LinkGraphSchedule::Clear();
304 PoolBase::Clean(PT_ALL
);
306 /* No NewGRFs were loaded when it was still bootstrapping. */
307 if (_game_mode
!= GM_BOOTSTRAP
) ResetNewGRFData();
309 /* Close all and any open filehandles */
314 * Load the introduction game.
315 * @param load_newgrfs Whether to load the NewGRFs or not.
317 static void LoadIntroGame(bool load_newgrfs
= true)
319 _game_mode
= GM_MENU
;
321 if (load_newgrfs
) ResetGRFConfig(false);
323 /* Setup main window */
325 SetupColoursAndInitialWindow();
327 /* Load the default opening screen savegame */
328 if (!LoadGame ("opntitle.dat", false, false, BASESET_DIR
)) {
329 GenerateWorld(GWM_EMPTY
, 64, 64); // if failed loading, make empty world.
330 WaitTillGeneratedWorld();
331 SetLocalCompany(COMPANY_SPECTATOR
);
333 SetLocalCompany(COMPANY_FIRST
);
336 _pause_mode
= PM_UNPAUSED
;
337 _cursor
.fix_at
= false;
339 CheckForMissingGlyphs();
341 /* Play main theme */
342 if (MusicDriver::GetActiveDriver()->IsSongPlaying()) ResetMusic();
345 void MakeNewgameSettingsLive()
347 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
348 if (_settings_game
.ai_config
[c
] != NULL
) {
349 delete _settings_game
.ai_config
[c
];
352 if (_settings_game
.game_config
!= NULL
) {
353 delete _settings_game
.game_config
;
356 /* Copy newgame settings to active settings.
357 * Also initialise old settings needed for savegame conversion. */
358 _settings_game
= _settings_newgame
;
359 _old_vds
= _settings_client
.company
.vehicle
;
360 _old_no_servicing_if_no_breakdowns
= true;
362 for (CompanyID c
= COMPANY_FIRST
; c
< MAX_COMPANIES
; c
++) {
363 _settings_game
.ai_config
[c
] = NULL
;
364 if (_settings_newgame
.ai_config
[c
] != NULL
) {
365 _settings_game
.ai_config
[c
] = new AIConfig(_settings_newgame
.ai_config
[c
]);
368 _settings_game
.game_config
= NULL
;
369 if (_settings_newgame
.game_config
!= NULL
) {
370 _settings_game
.game_config
= new GameConfig(_settings_newgame
.game_config
);
374 void OpenBrowser(const char *url
)
376 /* Make sure we only accept urls that are sure to open a browser. */
377 if (strstr(url
, "http://") != url
&& strstr(url
, "https://") != url
) return;
379 extern void OSOpenBrowser(const char *url
);
383 /** Callback structure of statements to be executed after the NewGRF scan. */
384 struct AfterNewGRFScan
: NewGRFScanCallback
{
385 Year startyear
; ///< The start year.
386 uint generation_seed
; ///< Seed for the new game.
387 char *dedicated_host
; ///< Hostname for the dedicated server.
388 uint16 dedicated_port
; ///< Port for the dedicated server.
389 char *network_conn
; ///< Information about the server to connect to, or NULL.
390 const char *join_server_password
; ///< The password to join the server with.
391 const char *join_company_password
; ///< The password to join the company with.
392 bool *save_config_ptr
; ///< The pointer to the save config setting.
393 bool save_config
; ///< The save config setting.
396 * Create a new callback.
397 * @param save_config_ptr Pointer to the save_config local variable which
398 * decides whether to save of exit or not.
400 AfterNewGRFScan(bool *save_config_ptr
) :
401 startyear(INVALID_YEAR
), generation_seed(GENERATE_NEW_SEED
),
402 dedicated_host(NULL
), dedicated_port(0), network_conn(NULL
),
403 join_server_password(NULL
), join_company_password(NULL
),
404 save_config_ptr(save_config_ptr
), save_config(true)
408 virtual void OnNewGRFsScanned()
410 ResetGRFConfig(false);
412 TarScanner::DoScan(TarScanner::SCENARIO
);
417 /* We want the new (correct) NewGRF count to survive the loading. */
418 uint last_newgrf_count
= _settings_client
.gui
.last_newgrf_count
;
420 _settings_client
.gui
.last_newgrf_count
= last_newgrf_count
;
421 /* Since the default for the palette might have changed due to
422 * reading the configuration file, recalculate that now. */
423 UpdateNewGRFConfigPalette();
425 Game::Uninitialize(true);
426 AI::Uninitialize(true);
429 LoadHotkeysFromConfig();
430 WindowDesc::LoadFromConfig();
432 /* We have loaded the config, so we may possibly save it. */
433 *save_config_ptr
= save_config
;
435 /* restore saved music volume */
436 MusicDriver::GetActiveDriver()->SetVolume(_settings_client
.music
.music_vol
);
438 if (startyear
!= INVALID_YEAR
) _settings_newgame
.game_creation
.starting_year
= startyear
;
439 if (generation_seed
!= GENERATE_NEW_SEED
) _settings_newgame
.game_creation
.generation_seed
= generation_seed
;
441 #if defined(ENABLE_NETWORK)
442 if (dedicated_host
!= NULL
) {
443 _network_bind_list
.Clear();
444 *_network_bind_list
.Append() = xstrdup(dedicated_host
);
446 if (dedicated_port
!= 0) _settings_client
.network
.server_port
= dedicated_port
;
447 #endif /* ENABLE_NETWORK */
449 /* initialize the ingame console */
452 IConsoleCmdExec("exec scripts/autoexec.scr 0");
454 /* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
455 if (_switch_mode
!= SM_NONE
) MakeNewgameSettingsLive();
457 #ifdef ENABLE_NETWORK
458 if (_network_available
&& network_conn
!= NULL
) {
459 const char *port
= NULL
;
460 const char *company
= NULL
;
461 uint16 rport
= NETWORK_DEFAULT_PORT
;
462 CompanyID join_as
= COMPANY_NEW_COMPANY
;
464 ParseConnectionString(&company
, &port
, network_conn
);
466 if (company
!= NULL
) {
467 join_as
= (CompanyID
)atoi(company
);
469 if (join_as
!= COMPANY_SPECTATOR
) {
471 if (join_as
>= MAX_COMPANIES
) {
477 if (port
!= NULL
) rport
= atoi(port
);
480 _switch_mode
= SM_NONE
;
481 NetworkClientConnectGame(NetworkAddress(network_conn
, rport
), join_as
, join_server_password
, join_company_password
);
483 #endif /* ENABLE_NETWORK */
485 /* After the scan we're not used anymore. */
490 #if defined(UNIX) && !defined(__MORPHOS__)
491 extern void DedicatedFork();
494 /** Options of OpenTTD. */
495 static const OptionData _options
[] = {
496 GETOPT_SHORT_VALUE('I'),
497 GETOPT_SHORT_VALUE('S'),
498 GETOPT_SHORT_VALUE('M'),
499 GETOPT_SHORT_VALUE('m'),
500 GETOPT_SHORT_VALUE('s'),
501 GETOPT_SHORT_VALUE('v'),
502 GETOPT_SHORT_VALUE('b'),
503 #if defined(ENABLE_NETWORK)
504 GETOPT_SHORT_OPTVAL('D'),
505 GETOPT_SHORT_OPTVAL('n'),
506 GETOPT_SHORT_VALUE('l'),
507 GETOPT_SHORT_VALUE('p'),
508 GETOPT_SHORT_VALUE('P'),
509 #if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
510 GETOPT_SHORT_NOVAL('f'),
512 #endif /* ENABLE_NETWORK */
513 GETOPT_SHORT_VALUE('r'),
514 GETOPT_SHORT_VALUE('t'),
515 GETOPT_SHORT_OPTVAL('d'),
516 GETOPT_SHORT_NOVAL('e'),
517 GETOPT_SHORT_OPTVAL('g'),
518 GETOPT_SHORT_VALUE('G'),
519 GETOPT_SHORT_VALUE('c'),
520 GETOPT_SHORT_NOVAL('x'),
521 GETOPT_SHORT_VALUE('q'),
522 GETOPT_SHORT_NOVAL('h'),
527 * Main entry point for this lovely game.
528 * @param argc The number of arguments passed to this game.
529 * @param argv The values of the arguments.
530 * @return 0 when there is no error.
532 int openttd_main(int argc
, char *argv
[])
534 char *musicdriver
= NULL
;
535 char *sounddriver
= NULL
;
536 char *videodriver
= NULL
;
537 char *blitter
= NULL
;
538 char *graphics_set
= NULL
;
539 char *sounds_set
= NULL
;
540 char *music_set
= NULL
;
541 Dimension resolution
= {0, 0};
542 /* AfterNewGRFScan sets save_config to true after scanning completed. */
543 bool save_config
= false;
544 AfterNewGRFScan
*scanner
= new AfterNewGRFScan(&save_config
);
545 #if defined(ENABLE_NETWORK)
546 bool dedicated
= false;
547 char *debuglog_conn
= NULL
;
549 extern bool _dedicated_forks
;
550 _dedicated_forks
= false;
551 #endif /* ENABLE_NETWORK */
553 _game_mode
= GM_MENU
;
554 _switch_mode
= SM_MENU
;
557 GetOptData
mgo(argc
- 1, argv
+ 1, _options
);
561 while ((i
= mgo
.GetOpt()) != -1) {
563 case 'I': free(graphics_set
); graphics_set
= xstrdup(mgo
.opt
); break;
564 case 'S': free(sounds_set
); sounds_set
= xstrdup(mgo
.opt
); break;
565 case 'M': free(music_set
); music_set
= xstrdup(mgo
.opt
); break;
566 case 'm': free(musicdriver
); musicdriver
= xstrdup(mgo
.opt
); break;
567 case 's': free(sounddriver
); sounddriver
= xstrdup(mgo
.opt
); break;
568 case 'v': free(videodriver
); videodriver
= xstrdup(mgo
.opt
); break;
569 case 'b': free(blitter
); blitter
= xstrdup(mgo
.opt
); break;
570 #if defined(ENABLE_NETWORK)
576 musicdriver
= xstrdup("null");
577 sounddriver
= xstrdup("null");
578 videodriver
= xstrdup("dedicated");
579 blitter
= xstrdup("null");
581 SetDebugString("net=6");
582 if (mgo
.opt
!= NULL
) {
583 /* Use the existing method for parsing (openttd -n).
584 * However, we do ignore the #company part. */
585 const char *temp
= NULL
;
586 const char *port
= NULL
;
587 ParseConnectionString(&temp
, &port
, mgo
.opt
);
588 if (!StrEmpty(mgo
.opt
)) scanner
->dedicated_host
= mgo
.opt
;
589 if (port
!= NULL
) scanner
->dedicated_port
= atoi(port
);
592 case 'f': _dedicated_forks
= true; break;
594 scanner
->network_conn
= mgo
.opt
; // optional IP parameter, NULL if unset
597 debuglog_conn
= mgo
.opt
;
600 scanner
->join_server_password
= mgo
.opt
;
603 scanner
->join_company_password
= mgo
.opt
;
605 #endif /* ENABLE_NETWORK */
606 case 'r': ParseResolution(&resolution
, mgo
.opt
); break;
607 case 't': scanner
->startyear
= atoi(mgo
.opt
); break;
612 if (mgo
.opt
!= NULL
) SetDebugString(mgo
.opt
);
615 case 'e': _switch_mode
= (_switch_mode
== SM_LOAD_GAME
|| _switch_mode
== SM_LOAD_SCENARIO
? SM_LOAD_SCENARIO
: SM_EDITOR
); break;
617 if (mgo
.opt
!= NULL
) {
618 _file_to_saveload
.SetName(mgo
.opt
);
619 bool is_scenario
= _switch_mode
== SM_EDITOR
|| _switch_mode
== SM_LOAD_SCENARIO
;
620 _switch_mode
= is_scenario
? SM_LOAD_SCENARIO
: SM_LOAD_GAME
;
621 _file_to_saveload
.SetMode (is_scenario
? FT_SCENARIO
: FT_SAVEGAME
, DFT_GAME_FILE
);
623 /* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
624 const char *t
= strrchr(_file_to_saveload
.name
, '.');
626 FiosType ft
= FiosGetSavegameListCallback (_file_to_saveload
.name
, t
);
627 if (ft
!= FIOS_TYPE_INVALID
) _file_to_saveload
.SetMode(ft
);
633 _switch_mode
= SM_NEWGAME
;
634 /* Give a random map if no seed has been given */
635 if (scanner
->generation_seed
== GENERATE_NEW_SEED
) {
636 scanner
->generation_seed
= InteractiveRandom();
640 DeterminePaths(argv
[0]);
641 if (StrEmpty(mgo
.opt
)) {
643 goto exit_noshutdown
;
647 const char *dot
= strrchr (mgo
.opt
, '.');
649 FiosGetSavegameListCallback (mgo
.opt
, dot
, &title
);
652 _load_check_data
.Clear();
653 bool res
= LoadGame (mgo
.opt
, true, false, SAVE_DIR
);
654 if (!res
|| _load_check_data
.HasErrors()) {
655 fprintf(stderr
, "Failed to open savegame\n");
656 if (_load_check_data
.HasErrors()) {
658 SetDParamStr(0, _load_check_data
.error
.data
);
659 GetString (buf
, _load_check_data
.error
.str
);
660 fprintf(stderr
, "%s\n", buf
);
662 goto exit_noshutdown
;
665 WriteSavegameInfo (title
.c_str());
667 goto exit_noshutdown
;
669 case 'G': scanner
->generation_seed
= atoi(mgo
.opt
); break;
670 case 'c': free(_config_file
); _config_file
= xstrdup(mgo
.opt
); break;
671 case 'x': scanner
->save_config
= false; break;
673 i
= -2; // Force printing of help.
679 if (i
== -2 || mgo
.numleft
> 0) {
680 /* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
681 * In all cases, print the help, and exit.
683 * The next two functions are needed to list the graphics sets. We can't do them earlier
684 * because then we cannot show it on the debug console as that hasn't been configured yet. */
685 DeterminePaths(argv
[0]);
686 TarScanner::DoScan(TarScanner::BASESET
);
687 BaseGraphics::FindSets();
688 BaseSounds::FindSets();
689 BaseMusic::FindSets();
692 goto exit_noshutdown
;
695 #if defined(WINCE) && defined(_DEBUG)
696 /* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
700 DeterminePaths(argv
[0]);
701 TarScanner::DoScan(TarScanner::BASESET
);
703 #if defined(ENABLE_NETWORK)
704 if (dedicated
) DEBUG(net
, 0, "Starting dedicated version %s", _openttd_revision
);
705 if (_dedicated_forks
&& !dedicated
) _dedicated_forks
= false;
707 #if defined(UNIX) && !defined(__MORPHOS__)
708 /* We must fork here, or we'll end up without some resources we need (like sockets) */
709 if (_dedicated_forks
) DedicatedFork();
713 LoadFromConfig(true);
715 if (resolution
.width
!= 0) _cur_resolution
= resolution
;
718 * The width and height must be at least 1 pixel and width times
719 * height times bytes per pixel must still fit within a 32 bits
720 * integer, even for 32 bpp video modes. This way all internal
721 * drawing routines work correctly.
723 _cur_resolution
.width
= ClampU(_cur_resolution
.width
, 1, UINT16_MAX
/ 2);
724 _cur_resolution
.height
= ClampU(_cur_resolution
.height
, 1, UINT16_MAX
/ 2);
726 /* Assume the cursor starts within the game as not all video drivers
727 * get an event that the cursor is within the window when it is opened.
728 * Saying the cursor is there makes no visible difference as it would
729 * just be out of the bounds of the window. */
730 _cursor
.in_window
= true;
732 /* enumerate language files */
733 InitializeLanguagePacks();
735 /* Initialize the regular font for FreeType */
738 /* This must be done early, since functions use the SetWindowDirty* calls */
741 BaseGraphics::FindSets();
743 const char *sel
= (graphics_set
!= NULL
) ? graphics_set
: BaseGraphics::ini_set
;
744 if (!BaseGraphics::SetSet (sel
) && !StrEmpty (sel
)) {
745 BaseGraphics::SetSet(NULL
);
747 ErrorMessageData
msg(STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND
);
748 msg
.SetDParamStr (0, sel
);
749 ScheduleErrorMessage(msg
);
754 /* Initialize game palette */
757 DEBUG(misc
, 1, "Loading blitter...");
759 const char *sel
= (blitter
!= NULL
) ? blitter
: Blitter::ini
;
760 bool autodetect
= StrEmpty (sel
);
761 Blitter::autodetected
= autodetect
;
762 /* Activate the initial blitter.
763 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
764 * - Never guess anything, if the user specified a blitter. (Blitter::autodetected)
765 * - Use 32bpp blitter if baseset or 8bpp-support settings says so.
766 * - Use 8bpp blitter otherwise.
772 bool use_32bpp
= (_support8bpp
== S8BPP_NONE
)
773 || (BaseGraphics::GetUsedSet() != NULL
&& BaseGraphics::GetUsedSet()->blitter
!= BLT_8BPP
);
775 /* Some people reported lack of fullscreen support in
776 * 8 bpp mode. While we prefer 8 bpp since it's
777 * faster, we will still have to test for support. */
778 bool QZ_CanDisplay8bpp();
779 if (!use_32bpp
&& !QZ_CanDisplay8bpp()) {
780 /* The main display can't go to 8 bpp fullscreen mode.
781 * We will have to switch to 32 bpp by default. */
784 #endif /* WITH_COCOA */
785 sel
= use_32bpp
? "32bpp-anim" : "8bpp-optimized";
786 #endif /* DEDICATED */
787 DEBUG(driver
, 1, "Probing blitter %s", sel
);
790 const Blitter::Info
*blitter
= Blitter::find (sel
);
791 if (blitter
== NULL
) {
792 assert (!autodetect
);
793 usererror ("Failed to select requested blitter '%s'; does it exist?", sel
);
795 Blitter::select (blitter
);
799 VideoDriver::SelectDriver ((videodriver
!= NULL
) ? videodriver
: VideoDriver::ini
);
802 NetworkStartUp(); // initialize network-core
804 #if defined(ENABLE_NETWORK)
805 if (debuglog_conn
!= NULL
&& _network_available
) {
806 const char *not_used
= NULL
;
807 const char *port
= NULL
;
810 rport
= NETWORK_DEFAULT_DEBUGLOG_PORT
;
812 ParseConnectionString(¬_used
, &port
, debuglog_conn
);
813 if (port
!= NULL
) rport
= atoi(port
);
815 NetworkStartDebugLog(NetworkAddress(debuglog_conn
, rport
));
817 #endif /* ENABLE_NETWORK */
819 if (!HandleBootstrap()) {
825 VideoDriver::GetActiveDriver()->ClaimMousePointer();
827 /* initialize screenshot formats */
828 InitializeScreenshotFormats();
830 BaseSounds::FindSets();
832 const char *sel
= (sounds_set
!= NULL
) ? sounds_set
: BaseSounds::ini_set
;
833 if (!BaseSounds::SetSet (sel
)) {
834 if (StrEmpty (sel
) || !BaseSounds::SetSet (NULL
)) {
835 usererror ("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.");
837 ErrorMessageData
msg (STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND
);
838 msg
.SetDParamStr (0, sel
);
839 ScheduleErrorMessage (msg
);
845 BaseMusic::FindSets();
847 const char *sel
= (music_set
!= NULL
) ? music_set
: BaseMusic::ini_set
;
848 if (!BaseMusic::SetSet (sel
)) {
849 if (StrEmpty (sel
) || !BaseMusic::SetSet (NULL
)) {
850 usererror ("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.");
852 ErrorMessageData
msg (STR_CONFIG_ERROR
, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND
);
853 msg
.SetDParamStr (0, sel
);
854 ScheduleErrorMessage (msg
);
860 SoundDriver::SelectDriver ((sounddriver
!= NULL
) ? sounddriver
: SoundDriver::ini
);
863 MusicDriver::SelectDriver ((musicdriver
!= NULL
) ? musicdriver
: MusicDriver::ini
);
866 /* Take our initial lock on whatever we might want to do! */
867 _modal_progress_paint_mutex
->BeginCritical();
868 _modal_progress_work_mutex
->BeginCritical();
870 GenerateWorld(GWM_EMPTY
, 64, 64); // Make the viewport initialization happy
871 WaitTillGeneratedWorld();
873 LoadIntroGame(false);
875 CheckForMissingGlyphs();
877 /* ScanNewGRFFiles now has control over the scanner. */
878 ScanNewGRFFiles(scanner
);
881 if (IsExperimentalSavegameVersion()) {
882 ErrorMessageData
msg(STR_WARNING_EXPERIMENTAL_SAVEGAME_VERSION_1
, STR_WARNING_EXPERIMENTAL_SAVEGAME_VERSION_2
);
883 ScheduleErrorMessage(msg
);
886 VideoDriver::GetActiveDriver()->MainLoop();
890 /* only save config if we have to */
893 SaveHotkeysToConfig();
894 WindowDesc::SaveToConfig();
898 /* Reset windowing system, stop drivers, free used memory, ... */
903 /* These three are normally freed before bootstrap. */
909 /* These are normally freed before exit, but after bootstrap. */
916 free(BaseGraphics::ini_set
);
917 free(BaseSounds::ini_set
);
918 free(BaseMusic::ini_set
);
920 free (MusicDriver::ini
);
921 free (SoundDriver::ini
);
922 free (VideoDriver::ini
);
927 #ifdef ENABLE_NETWORK
928 extern FILE *_log_fd
;
929 if (_log_fd
!= NULL
) {
932 #endif /* ENABLE_NETWORK */
937 void HandleExitGameRequest()
939 if (_game_mode
== GM_MENU
|| _game_mode
== GM_BOOTSTRAP
) { // do not ask to quit on the main screen
941 } else if (_settings_client
.gui
.autosave_on_exit
) {
949 static void MakeNewGameDone()
951 SettingsDisableElrail(_settings_game
.vehicle
.disable_elrails
);
953 /* In a dedicated server, the server does not play */
954 if (!VideoDriver::GetActiveDriver()->HasGUI()) {
955 SetLocalCompany(COMPANY_SPECTATOR
);
956 if (_settings_client
.gui
.pause_on_newgame
) DoCommandP(0, PM_PAUSED_NORMAL
, 1, CMD_PAUSE
);
957 IConsoleCmdExec("exec scripts/game_start.scr 0");
961 /* Create a single company */
962 DoStartupNewCompany(false);
964 Company
*c
= Company::Get(COMPANY_FIRST
);
965 c
->settings
= _settings_client
.company
;
967 IConsoleCmdExec("exec scripts/game_start.scr 0");
969 SetLocalCompany(COMPANY_FIRST
);
973 #ifdef ENABLE_NETWORK
974 /* We are the server, we start a new company (not dedicated),
975 * so set the default password *if* needed. */
976 if (_network_server
&& !StrEmpty(_settings_client
.network
.default_company_pass
)) {
977 NetworkChangeCompanyPassword(_local_company
, _settings_client
.network
.default_company_pass
);
979 #endif /* ENABLE_NETWORK */
981 if (_settings_client
.gui
.pause_on_newgame
) DoCommandP(0, PM_PAUSED_NORMAL
, 1, CMD_PAUSE
);
985 MarkWholeScreenDirty();
988 static void MakeNewGame(bool from_heightmap
, bool reset_settings
)
990 _game_mode
= GM_NORMAL
;
992 ResetGRFConfig(true);
994 GenerateWorldSetCallback(&MakeNewGameDone
);
995 GenerateWorld(from_heightmap
? GWM_HEIGHTMAP
: GWM_NEWGAME
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
, reset_settings
);
998 static void MakeNewEditorWorldDone()
1000 SetLocalCompany(OWNER_NONE
);
1003 static void MakeNewEditorWorld()
1005 _game_mode
= GM_EDITOR
;
1007 ResetGRFConfig(true);
1009 GenerateWorldSetCallback(&MakeNewEditorWorldDone
);
1010 GenerateWorld(GWM_EMPTY
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1014 * Load the specified savegame but on error do different things.
1015 * If loading fails due to corrupt savegame, bad version, etc. go back to
1016 * a previous correct state. In the menu for example load the intro game again.
1017 * @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
1018 * @param newgm switch to this mode of loading fails due to some unknown error
1019 * @param filename file to be loaded
1020 * @param subdir default directory to look for filename, set to 0 if not needed
1021 * @param lf Load filter to use, if NULL: use filename + subdir.
1023 bool SafeLoad (const char *filename
, DetailedFileType dft
, GameMode newgm
, Subdirectory subdir
, struct LoadFilter
*lf
= NULL
)
1025 assert(dft
== DFT_GAME_FILE
|| (lf
== NULL
&& dft
== DFT_OLD_GAME_FILE
));
1026 GameMode ogm
= _game_mode
;
1030 if (lf
== NULL
? LoadGame (filename
, false, dft
== DFT_OLD_GAME_FILE
, subdir
) : LoadWithFilter (lf
)) {
1033 #ifdef ENABLE_NETWORK
1034 if (_network_dedicated
) {
1036 * We need to reinit a network map...
1037 * We can't simply load the intro game here as that game has many
1038 * special cases which make clients desync immediately. So we fall
1039 * back to just generating a new game with the current settings.
1041 DEBUG(net
, 0, "Loading game failed, so a new (random) game will be started!");
1042 MakeNewGame(false, true);
1045 if (_network_server
) {
1046 /* We can't load the intro game as server, so disconnect first. */
1047 NetworkDisconnect();
1049 #endif /* ENABLE_NETWORK */
1053 case GM_MENU
: LoadIntroGame(); break;
1054 case GM_EDITOR
: MakeNewEditorWorld(); break;
1060 void SwitchToMode(SwitchMode new_mode
)
1062 #ifdef ENABLE_NETWORK
1063 /* If we are saving something, the network stays in his current state */
1064 if (new_mode
!= SM_SAVE_GAME
) {
1065 /* If the network is active, make it not-active */
1067 if (_network_server
&& (new_mode
== SM_LOAD_GAME
|| new_mode
== SM_NEWGAME
|| new_mode
== SM_RESTARTGAME
)) {
1070 NetworkDisconnect();
1074 /* If we are a server, we restart the server */
1075 if (_is_network_server
) {
1076 /* But not if we are going to the menu */
1077 if (new_mode
!= SM_MENU
) {
1078 /* check if we should reload the config */
1079 if (_settings_client
.network
.reload_cfg
) {
1081 MakeNewgameSettingsLive();
1082 ResetGRFConfig(false);
1084 NetworkServerStart();
1086 /* This client no longer wants to be a network-server */
1087 _is_network_server
= false;
1091 #endif /* ENABLE_NETWORK */
1092 /* Make sure all AI controllers are gone at quitting game */
1093 if (new_mode
!= SM_SAVE_GAME
) AI::KillAll();
1096 case SM_EDITOR
: // Switch to scenario editor
1097 MakeNewEditorWorld();
1100 case SM_RESTARTGAME
: // Restart --> 'Random game' with current settings
1101 case SM_NEWGAME
: // New Game --> 'Random game'
1102 #ifdef ENABLE_NETWORK
1103 if (_network_server
) {
1104 bstrcpy (_network_game_info
.map_name
, "Random Map");
1106 #endif /* ENABLE_NETWORK */
1107 MakeNewGame(false, new_mode
== SM_NEWGAME
);
1110 case SM_LOAD_GAME
: { // Load game, Play Scenario
1111 ResetGRFConfig(true);
1112 ResetWindowSystem();
1114 if (!SafeLoad (_file_to_saveload
.name
, _file_to_saveload
.detail_ftype
, GM_NORMAL
, NO_DIRECTORY
)) {
1115 ShowSaveLoadErrorMessage (false);
1117 if (_file_to_saveload
.abstract_ftype
== FT_SCENARIO
) {
1118 /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */
1119 EngineOverrideManager::ResetToCurrentNewGRFConfig();
1121 /* Update the local company for a loaded game. It is either always
1122 * company #1 (eg 0) or in the case of a dedicated server a spectator */
1123 SetLocalCompany(_network_dedicated
? COMPANY_SPECTATOR
: COMPANY_FIRST
);
1124 /* Execute the game-start script */
1125 IConsoleCmdExec("exec scripts/game_start.scr 0");
1126 /* Decrease pause counter (was increased from opening load dialog) */
1127 DoCommandP(0, PM_PAUSED_SAVELOAD
, 0, CMD_PAUSE
);
1128 #ifdef ENABLE_NETWORK
1129 if (_network_server
) {
1130 bstrfmt (_network_game_info
.map_name
, "%s (Loaded game)", _file_to_saveload
.title
);
1132 #endif /* ENABLE_NETWORK */
1137 case SM_START_HEIGHTMAP
: // Load a heightmap and start a new game from it
1138 #ifdef ENABLE_NETWORK
1139 if (_network_server
) {
1140 bstrfmt (_network_game_info
.map_name
, "%s (Heightmap)", _file_to_saveload
.title
);
1142 #endif /* ENABLE_NETWORK */
1143 MakeNewGame(true, true);
1146 case SM_LOAD_HEIGHTMAP
: // Load heightmap from scenario editor
1147 SetLocalCompany(OWNER_NONE
);
1149 GenerateWorld(GWM_HEIGHTMAP
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1150 MarkWholeScreenDirty();
1153 case SM_LOAD_SCENARIO
: { // Load scenario from scenario editor
1154 if (SafeLoad (_file_to_saveload
.name
, _file_to_saveload
.detail_ftype
, GM_EDITOR
, NO_DIRECTORY
)) {
1155 SetLocalCompany(OWNER_NONE
);
1156 _settings_newgame
.game_creation
.starting_year
= _cur_year
;
1157 /* Cancel the saveload pausing */
1158 DoCommandP(0, PM_PAUSED_SAVELOAD
, 0, CMD_PAUSE
);
1160 ShowSaveLoadErrorMessage (false);
1165 case SM_MENU
: // Switch to game intro menu
1167 if (BaseSounds::ini_set
== NULL
&& BaseSounds::GetUsedSet()->fallback
) {
1168 ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET
, INVALID_STRING_ID
, WL_CRITICAL
);
1169 BaseSounds::ini_set
= xstrdup(BaseSounds::GetUsedSet()->get_name());
1173 case SM_SAVE_GAME
: // Save game.
1174 /* Make network saved games on pause compatible to singleplayer */
1175 if (!SaveGame(_file_to_saveload
.name
, NO_DIRECTORY
)) {
1176 ShowSaveLoadErrorMessage (true);
1178 DeleteWindowById(WC_SAVELOAD
, 0);
1182 case SM_SAVE_HEIGHTMAP
: // Save heightmap.
1183 MakeHeightmapScreenshot(_file_to_saveload
.name
);
1184 DeleteWindowById(WC_SAVELOAD
, 0);
1187 case SM_GENRANDLAND
: // Generate random land within scenario editor
1188 SetLocalCompany(OWNER_NONE
);
1189 GenerateWorld(GWM_RANDOM
, 1 << _settings_game
.game_creation
.map_x
, 1 << _settings_game
.game_creation
.map_y
);
1191 MarkWholeScreenDirty();
1194 default: NOT_REACHED();
1200 * Check the validity of some of the caches.
1201 * Especially in the sense of desyncs between
1202 * the cached value and what the value would
1203 * be when calculated from the 'base' data.
1205 static void CheckCaches()
1207 /* Return here so it is easy to add checks that are run
1208 * always to aid testing of caches. */
1209 if (_debug_desync_level
<= 1) return;
1211 /* Check the town caches. */
1212 SmallVector
<TownCache
, 4> old_town_caches
;
1215 MemCpyT(old_town_caches
.Append(), &t
->cache
);
1218 extern void RebuildTownCaches();
1219 RebuildTownCaches();
1220 RebuildSubsidisedSourceAndDestinationCache();
1224 if (MemCmpT(old_town_caches
.Get(i
), &t
->cache
) != 0) {
1225 DEBUG(desync
, 2, "town cache mismatch: town %i", (int)t
->index
);
1230 /* Check company infrastructure cache. */
1231 SmallVector
<CompanyInfrastructure
, 4> old_infrastructure
;
1233 FOR_ALL_COMPANIES(c
) MemCpyT(old_infrastructure
.Append(), &c
->infrastructure
);
1235 extern void AfterLoadCompanyStats();
1236 AfterLoadCompanyStats();
1239 FOR_ALL_COMPANIES(c
) {
1240 if (MemCmpT(old_infrastructure
.Get(i
), &c
->infrastructure
) != 0) {
1241 DEBUG(desync
, 2, "infrastructure cache mismatch: company %i", (int)c
->index
);
1246 /* Strict checking of the road stop cache entries */
1248 FOR_ALL_ROADSTOPS(rs
) {
1249 if (!IsStandardRoadStopTile(rs
->xy
)) rs
->CheckIntegrity();
1253 FOR_ALL_VEHICLES(v
) {
1254 extern void FillNewGRFVehicleCache(const Vehicle
*v
);
1255 if (v
!= v
->First() || v
->vehstatus
& VS_CRASHED
|| !v
->IsPrimaryVehicle()) continue;
1258 for (const Vehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) length
++;
1260 NewGRFCache
*grf_cache
= xcalloct
<NewGRFCache
>(length
);
1261 VehicleCache
*veh_cache
= xcalloct
<VehicleCache
>(length
);
1262 GroundVehicleCache
*gro_cache
= xcalloct
<GroundVehicleCache
>(length
);
1263 TrainCache
*tra_cache
= xcalloct
<TrainCache
>(length
);
1266 for (const Vehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
1267 FillNewGRFVehicleCache(u
);
1268 grf_cache
[length
] = u
->grf_cache
;
1269 veh_cache
[length
] = u
->vcache
;
1272 gro_cache
[length
] = Train::From(u
)->gcache
;
1273 tra_cache
[length
] = Train::From(u
)->tcache
;
1276 gro_cache
[length
] = RoadVehicle::From(u
)->gcache
;
1285 case VEH_TRAIN
: Train::From(v
)->ConsistChanged(CCF_TRACK
); break;
1286 case VEH_ROAD
: RoadVehUpdateCache(RoadVehicle::From(v
)); break;
1287 case VEH_AIRCRAFT
: UpdateAircraftCache(Aircraft::From(v
)); break;
1288 case VEH_SHIP
: Ship::From(v
)->UpdateCache(); break;
1293 for (const Vehicle
*u
= v
; u
!= NULL
; u
= u
->Next()) {
1294 FillNewGRFVehicleCache(u
);
1295 if (memcmp(&grf_cache
[length
], &u
->grf_cache
, sizeof(NewGRFCache
)) != 0) {
1296 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
);
1298 if (memcmp(&veh_cache
[length
], &u
->vcache
, sizeof(VehicleCache
)) != 0) {
1299 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
);
1303 if (memcmp(&gro_cache
[length
], &Train::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1304 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
);
1306 if (memcmp(&tra_cache
[length
], &Train::From(u
)->tcache
, sizeof(TrainCache
)) != 0) {
1307 DEBUG(desync
, 2, "train cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v
->index
, (int)v
->owner
, v
->unitnumber
, length
);
1311 if (memcmp(&gro_cache
[length
], &RoadVehicle::From(u
)->gcache
, sizeof(GroundVehicleCache
)) != 0) {
1312 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
);
1327 /* Check whether the caches are still valid */
1328 FOR_ALL_VEHICLES(v
) {
1329 byte buff
[sizeof(VehicleCargoList
)];
1330 memcpy(buff
, &v
->cargo
, sizeof(VehicleCargoList
));
1331 v
->cargo
.InvalidateCache();
1332 assert(memcmp(&v
->cargo
, buff
, sizeof(VehicleCargoList
)) == 0);
1336 FOR_ALL_STATIONS(st
) {
1337 for (CargoID c
= 0; c
< NUM_CARGO
; c
++) {
1338 byte buff
[sizeof(StationCargoList
)];
1339 memcpy(buff
, &st
->goods
[c
].cargo
, sizeof(StationCargoList
));
1340 st
->goods
[c
].cargo
.InvalidateCache();
1341 assert(memcmp(&st
->goods
[c
].cargo
, buff
, sizeof(StationCargoList
)) == 0);
1347 * State controlling game loop.
1348 * The state must not be changed from anywhere but here.
1349 * That check is enforced in DoCommand.
1351 void StateGameLoop()
1353 /* don't execute the state loop during pause */
1354 if (_pause_mode
!= PM_UNPAUSED
) {
1355 UpdateLandscapingLimits();
1356 #ifndef DEBUG_DUMP_COMMANDS
1359 CallWindowTickEvent();
1362 if (HasModalProgress()) return;
1364 Layouter::ReduceLineCache();
1366 if (_game_mode
== GM_EDITOR
) {
1367 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1370 CallLandscapeTick();
1371 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1372 UpdateLandscapingLimits();
1374 CallWindowTickEvent();
1377 if (_debug_desync_level
> 2 && _date_fract
== 0 && (_date
& 0x1F) == 0) {
1378 /* Save the desync savegame if needed. */
1379 char name
[MAX_PATH
];
1380 bstrfmt (name
, "dmp_cmds_%08x_%08x.sav", _settings_game
.game_creation
.generation_seed
, _date
);
1381 SaveGame(name
, AUTOSAVE_DIR
, false);
1386 /* All these actions has to be done from OWNER_NONE
1387 * for multiplayer compatibility */
1388 Backup
<CompanyByte
> cur_company(_current_company
, OWNER_NONE
, FILE_LINE
);
1390 BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP
);
1391 AnimateAnimatedTiles();
1395 CallLandscapeTick();
1396 BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP
);
1398 #ifndef DEBUG_DUMP_COMMANDS
1402 UpdateLandscapingLimits();
1404 CallWindowTickEvent();
1406 cur_company
.Restore();
1409 assert(IsLocalCompany());
1413 * Create an autosave. The default name is "autosave#.sav". However with
1414 * the setting 'keep_all_autosave' the name defaults to company-name + date
1416 static void DoAutosave()
1418 sstring
<MAX_PATH
> buf
;
1421 /* Autosaving in networking is too time expensive for the PSP */
1422 if (_networking
) return;
1425 if (_settings_client
.gui
.keep_all_autosave
) {
1426 GenerateDefaultSaveName (&buf
);
1427 buf
.append (".sav");
1429 static int _autosave_ctr
= 0;
1431 /* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
1432 buf
.fmt ("autosave%d.sav", _autosave_ctr
);
1434 if (++_autosave_ctr
>= _settings_client
.gui
.max_num_autosaves
) _autosave_ctr
= 0;
1437 DEBUG(sl
, 2, "Autosaving to '%s'", buf
.c_str());
1438 if (!SaveGame(buf
.c_str(), AUTOSAVE_DIR
)) {
1439 ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED
, INVALID_STRING_ID
, WL_ERROR
);
1445 if (_game_mode
== GM_BOOTSTRAP
) {
1446 #ifdef ENABLE_NETWORK
1447 /* Check for UDP stuff */
1448 if (_network_available
) NetworkBackgroundLoop();
1454 ProcessAsyncSaveFinish();
1456 /* autosave game? */
1459 _do_autosave
= false;
1460 SetWindowDirty(WC_STATUS_BAR
, 0);
1463 /* switch game mode? */
1464 if (_switch_mode
!= SM_NONE
&& !HasModalProgress()) {
1465 SwitchToMode(_switch_mode
);
1466 _switch_mode
= SM_NONE
;
1469 IncreaseSpriteLRU();
1470 InteractiveRandom();
1472 extern int _caret_timer
;
1476 #ifdef ENABLE_NETWORK
1477 /* Check for UDP stuff */
1478 if (_network_available
) NetworkBackgroundLoop();
1480 if (_networking
&& !HasModalProgress()) {
1484 if (_network_reconnect
> 0 && --_network_reconnect
== 0) {
1485 /* This means that we want to reconnect to the last host
1486 * We do this here, because it means that the network is really closed */
1487 NetworkClientConnectGame(NetworkAddress(_settings_client
.network
.last_host
, _settings_client
.network
.last_port
), COMPANY_SPECTATOR
);
1493 /* Check chat messages roughly once a second. */
1494 static uint check_message
= 0;
1495 if (++check_message
> 1000 / MILLISECONDS_PER_TICK
) {
1497 NetworkChatMessageLoop();
1501 #endif /* ENABLE_NETWORK */
1503 if (!_pause_mode
&& HasBit(_display_opt
, DO_FULL_ANIMATION
)) DoPaletteAnimations();
1505 if (!_pause_mode
|| _game_mode
== GM_EDITOR
|| _settings_game
.construction
.command_pause_level
> CMDPL_NO_CONSTRUCTION
) MoveAllTextEffects();
1509 SoundDriver::GetActiveDriver()->MainLoop();