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|
/* $Id$ */
/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file openttd.cpp Functions related to starting OpenTTD. */
#include "stdafx.h"
#define VARDEF
#include "variables.h"
#undef VARDEF
#include "blitter/factory.hpp"
#include "sound/sound_driver.hpp"
#include "music/music_driver.hpp"
#include "video/video_driver.hpp"
#include "fontcache.h"
#include "gui.h"
#include "sound_func.h"
#include "window_func.h"
#include "base_media_base.h"
#include "saveload/saveload.h"
#include "landscape.h"
#include "company_func.h"
#include "command_func.h"
#include "news_func.h"
#include "fios.h"
#include "aircraft.h"
#include "roadveh.h"
#include "train.h"
#include "console_func.h"
#include "screenshot.h"
#include "network/network.h"
#include "network/network_func.h"
#include "signs_base.h"
#include "ai/ai.hpp"
#include "ai/ai_config.hpp"
#include "settings_func.h"
#include "genworld.h"
#include "group.h"
#include "strings_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "gamelog.h"
#include "cheat_type.h"
#include "animated_tile_func.h"
#include "roadstop_base.h"
#include "functions.h"
#include "elrail_func.h"
#include "rev.h"
#include "highscore.h"
#include "thread/thread.h"
#include "station_base.h"
#include "crashlog.h"
#include "company_base.h"
#include "engine_base.h"
#include "engine_func.h"
#include "core/random_func.hpp"
#include "rail_gui.h"
#include "core/backup_type.hpp"
#include "newgrf_commons.h"
#include "town.h"
#include "industry.h"
#include <stdarg.h>
#include "table/strings.h"
StringID _switch_mode_errorstr;
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
void ProcessAsyncSaveFinish();
void CallWindowTickEvent();
extern void SetDifficultyLevel(int mode, DifficultySettings *gm_opt);
extern Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY);
extern void ShowOSErrorBox(const char *buf, bool system);
/**
* Error handling for fatal user errors.
* @param s the string to print.
* @note Does NEVER return.
*/
void CDECL usererror(const char *s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vsnprintf(buf, lengthof(buf), s, va);
va_end(va);
ShowOSErrorBox(buf, false);
if (_video_driver != NULL) _video_driver->Stop();
exit(1);
}
/**
* Error handling for fatal non-user errors.
* @param s the string to print.
* @note Does NEVER return.
*/
void CDECL error(const char *s, ...)
{
va_list va;
char buf[512];
va_start(va, s);
vsnprintf(buf, lengthof(buf), s, va);
va_end(va);
ShowOSErrorBox(buf, true);
/* Set the error message for the crash log and then invoke it. */
CrashLog::SetErrorMessage(buf);
abort();
}
/**
* Shows some information on the console/a popup box depending on the OS.
* @param str the text to show.
*/
void CDECL ShowInfoF(const char *str, ...)
{
va_list va;
char buf[1024];
va_start(va, str);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
ShowInfo(buf);
}
/**
* Show the help message when someone passed a wrong parameter.
*/
static void ShowHelp()
{
char buf[8192];
char *p = buf;
p += seprintf(p, lastof(buf), "OpenTTD %s\n", _openttd_revision);
p = strecpy(p,
"\n"
"\n"
"Command line options:\n"
" -v drv = Set video driver (see below)\n"
" -s drv = Set sound driver (see below) (param bufsize,hz)\n"
" -m drv = Set music driver (see below)\n"
" -b drv = Set the blitter to use (see below)\n"
" -r res = Set resolution (for instance 800x600)\n"
" -h = Display this help text\n"
" -t year = Set starting year\n"
" -d [[fac=]lvl[,...]]= Debug mode\n"
" -e = Start Editor\n"
" -g [savegame] = Start new/save game immediately\n"
" -G seed = Set random seed\n"
#if defined(ENABLE_NETWORK)
" -n [ip:port#company]= Start networkgame\n"
" -p password = Password to join server\n"
" -P password = Password to join company\n"
" -D [ip][:port] = Start dedicated server\n"
" -l ip[:port] = Redirect DEBUG()\n"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
" -f = Fork into the background (dedicated only)\n"
#endif
#endif /* ENABLE_NETWORK */
" -i palette = Force to use the DOS (0) or Windows (1) palette\n"
" (defines default setting when adding newgrfs)\n"
" Default value (2) lets OpenTTD use the palette\n"
" specified in graphics set file (see below)\n"
" -I graphics_set = Force the graphics set (see below)\n"
" -S sounds_set = Force the sounds set (see below)\n"
" -M music_set = Force the music set (see below)\n"
" -c config_file = Use 'config_file' instead of 'openttd.cfg'\n"
" -x = Do not automatically save to config file on exit\n"
"\n",
lastof(buf)
);
/* List the graphics packs */
p = BaseGraphics::GetSetsList(p, lastof(buf));
/* List the sounds packs */
p = BaseSounds::GetSetsList(p, lastof(buf));
/* List the music packs */
p = BaseMusic::GetSetsList(p, lastof(buf));
/* List the drivers */
p = VideoDriverFactoryBase::GetDriversInfo(p, lastof(buf));
/* List the blitters */
p = BlitterFactoryBase::GetBlittersInfo(p, lastof(buf));
/* We need to initialize the AI, so it finds the AIs */
AI::Initialize();
p = AI::GetConsoleList(p, lastof(buf));
AI::Uninitialize(true);
/* ShowInfo put output to stderr, but version information should go
* to stdout; this is the only exception */
#if !defined(WIN32) && !defined(WIN64)
printf("%s\n", buf);
#else
ShowInfo(buf);
#endif
}
struct MyGetOptData {
char *opt;
int numleft;
char **argv;
const char *options;
char *cont;
MyGetOptData(int argc, char **argv, const char *options)
{
opt = NULL;
numleft = argc;
this->argv = argv;
this->options = options;
cont = NULL;
}
};
static int MyGetOpt(MyGetOptData *md)
{
char *s = md->cont;
if (s != NULL)
goto md_continue_here;
for (;;) {
if (--md->numleft < 0) return -1;
s = *md->argv++;
if (*s == '-') {
md_continue_here:;
s++;
if (*s != 0) {
const char *r;
/* Found argument, try to locate it in options. */
if (*s == ':' || (r = strchr(md->options, *s)) == NULL) {
/* ERROR! */
return -2;
}
if (r[1] == ':') {
char *t;
/* Item wants an argument. Check if the argument follows, or if it comes as a separate arg. */
if (!*(t = s + 1)) {
/* It comes as a separate arg. Check if out of args? */
if (--md->numleft < 0 || *(t = *md->argv) == '-') {
/* Check if item is optional? */
if (r[2] != ':')
return -2;
md->numleft++;
t = NULL;
} else {
md->argv++;
}
}
md->opt = t;
md->cont = NULL;
return *s;
}
md->opt = NULL;
md->cont = s;
return *s;
}
} else {
/* This is currently not supported. */
return -2;
}
}
}
/**
* Extract the resolution from the given string and store
* it in the 'res' parameter.
* @param res variable to store the resolution in.
* @param s the string to decompose.
*/
static void ParseResolution(Dimension *res, const char *s)
{
const char *t = strchr(s, 'x');
if (t == NULL) {
ShowInfoF("Invalid resolution '%s'", s);
return;
}
res->width = max(strtoul(s, NULL, 0), 64UL);
res->height = max(strtoul(t + 1, NULL, 0), 64UL);
}
static void InitializeDynamicVariables()
{
/* Dynamic stuff needs to be initialized somewhere... */
_engine_mngr.ResetToDefaultMapping();
_house_mngr.ResetMapping();
_industry_mngr.ResetMapping();
_industile_mngr.ResetMapping();
_airport_mngr.ResetMapping();
_airporttile_mngr.ResetMapping();
}
/** Unitializes drivers, frees allocated memory, cleans pools, ...
* Generally, prepares the game for shutting down
*/
static void ShutdownGame()
{
IConsoleFree();
if (_network_available) NetworkShutDown(); // Shut down the network and close any open connections
DriverFactoryBase::ShutdownDrivers();
UnInitWindowSystem();
/* stop the AI */
AI::Uninitialize(false);
/* Uninitialize variables that are allocated dynamically */
GamelogReset();
_town_pool.CleanPool();
_industry_pool.CleanPool();
_station_pool.CleanPool();
_roadstop_pool.CleanPool();
_vehicle_pool.CleanPool();
_sign_pool.CleanPool();
_order_pool.CleanPool();
_group_pool.CleanPool();
_cargopacket_pool.CleanPool();
_engine_pool.CleanPool();
_company_pool.CleanPool();
free(_config_file);
/* Close all and any open filehandles */
FioCloseAll();
}
static void LoadIntroGame()
{
_game_mode = GM_MENU;
ResetGRFConfig(false);
/* Setup main window */
ResetWindowSystem();
SetupColoursAndInitialWindow();
/* Load the default opening screen savegame */
if (SaveOrLoad("opntitle.dat", SL_LOAD, DATA_DIR) != SL_OK) {
GenerateWorld(GWM_EMPTY, 64, 64); // if failed loading, make empty world.
WaitTillGeneratedWorld();
SetLocalCompany(COMPANY_SPECTATOR);
} else {
SetLocalCompany(COMPANY_FIRST);
}
_pause_mode = PM_UNPAUSED;
_cursor.fix_at = false;
CheckForMissingGlyphsInLoadedLanguagePack();
/* Play main theme */
if (_music_driver->IsSongPlaying()) ResetMusic();
}
void MakeNewgameSettingsLive()
{
#ifdef ENABLE_AI
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
if (_settings_game.ai_config[c] != NULL) {
delete _settings_game.ai_config[c];
}
}
#endif /* ENABLE_AI */
_settings_game = _settings_newgame;
#ifdef ENABLE_AI
for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
_settings_game.ai_config[c] = NULL;
if (_settings_newgame.ai_config[c] != NULL) {
_settings_game.ai_config[c] = new AIConfig(_settings_newgame.ai_config[c]);
}
}
#endif /* ENABLE_AI */
}
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork();
#endif
int ttd_main(int argc, char *argv[])
{
int i;
const char *optformat;
char *musicdriver = NULL;
char *sounddriver = NULL;
char *videodriver = NULL;
char *blitter = NULL;
char *graphics_set = NULL;
char *sounds_set = NULL;
char *music_set = NULL;
Dimension resolution = {0, 0};
Year startyear = INVALID_YEAR;
uint generation_seed = GENERATE_NEW_SEED;
bool save_config = true;
#if defined(ENABLE_NETWORK)
bool dedicated = false;
bool network = false;
char *network_conn = NULL;
char *debuglog_conn = NULL;
char *dedicated_host = NULL;
uint16 dedicated_port = 0;
char *join_server_password = NULL;
char *join_company_password = NULL;
#endif /* ENABLE_NETWORK */
_game_mode = GM_MENU;
_switch_mode = SM_MENU;
_switch_mode_errorstr = INVALID_STRING_ID;
_dedicated_forks = false;
_config_file = NULL;
/* The last param of the following function means this:
* a letter means: it accepts that param (e.g.: -h)
* a ':' behind it means: it need a param (e.g.: -m<driver>)
* a '::' behind it means: it can optional have a param (e.g.: -d<debug>) */
optformat = "m:s:v:b:hD::n::ei::I:S:M:t:d::r:g::G:c:xl:p:P:"
#if !defined(__MORPHOS__) && !defined(__AMIGA__) && !defined(WIN32)
"f"
#endif
;
MyGetOptData mgo(argc - 1, argv + 1, optformat);
while ((i = MyGetOpt(&mgo)) != -1) {
switch (i) {
case 'I': free(graphics_set); graphics_set = strdup(mgo.opt); break;
case 'S': free(sounds_set); sounds_set = strdup(mgo.opt); break;
case 'M': free(music_set); music_set = strdup(mgo.opt); break;
case 'm': free(musicdriver); musicdriver = strdup(mgo.opt); break;
case 's': free(sounddriver); sounddriver = strdup(mgo.opt); break;
case 'v': free(videodriver); videodriver = strdup(mgo.opt); break;
case 'b': free(blitter); blitter = strdup(mgo.opt); break;
#if defined(ENABLE_NETWORK)
case 'D':
free(musicdriver);
free(sounddriver);
free(videodriver);
free(blitter);
musicdriver = strdup("null");
sounddriver = strdup("null");
videodriver = strdup("dedicated");
blitter = strdup("null");
dedicated = true;
SetDebugString("net=6");
if (mgo.opt != NULL) {
/* Use the existing method for parsing (openttd -n).
* However, we do ignore the #company part. */
const char *temp = NULL;
const char *port = NULL;
ParseConnectionString(&temp, &port, mgo.opt);
if (!StrEmpty(mgo.opt)) dedicated_host = mgo.opt;
if (port != NULL) dedicated_port = atoi(port);
}
break;
case 'f': _dedicated_forks = true; break;
case 'n':
network = true;
network_conn = mgo.opt; // optional IP parameter, NULL if unset
break;
case 'l':
debuglog_conn = mgo.opt;
break;
case 'p':
join_server_password = mgo.opt;
break;
case 'P':
join_company_password = mgo.opt;
break;
#endif /* ENABLE_NETWORK */
case 'r': ParseResolution(&resolution, mgo.opt); break;
case 't': startyear = atoi(mgo.opt); break;
case 'd': {
#if defined(WIN32)
CreateConsole();
#endif
if (mgo.opt != NULL) SetDebugString(mgo.opt);
} break;
case 'e': _switch_mode = SM_EDITOR; break;
case 'i':
/* there is an argument, it is not empty, and it is exactly 1 char long */
if (!StrEmpty(mgo.opt) && mgo.opt[1] == '\0') {
_use_palette = (PaletteType)(mgo.opt[0] - '0');
if (_use_palette <= MAX_PAL) break;
}
usererror("Valid value for '-i' is 0, 1 or 2");
case 'g':
if (mgo.opt != NULL) {
strecpy(_file_to_saveload.name, mgo.opt, lastof(_file_to_saveload.name));
_switch_mode = SM_LOAD;
_file_to_saveload.mode = SL_LOAD;
/* if the file doesn't exist or it is not a valid savegame, let the saveload code show an error */
const char *t = strrchr(_file_to_saveload.name, '.');
if (t != NULL) {
FiosType ft = FiosGetSavegameListCallback(SLD_LOAD_GAME, _file_to_saveload.name, t, NULL, NULL);
if (ft != FIOS_TYPE_INVALID) SetFiosType(ft);
}
break;
}
_switch_mode = SM_NEWGAME;
/* Give a random map if no seed has been given */
if (generation_seed == GENERATE_NEW_SEED) {
generation_seed = InteractiveRandom();
}
break;
case 'G': generation_seed = atoi(mgo.opt); break;
case 'c': _config_file = strdup(mgo.opt); break;
case 'x': save_config = false; break;
case -2:
case 'h':
/* The next two functions are needed to list the graphics sets.
* We can't do them earlier because then we can't show it on
* the debug console as that hasn't been configured yet. */
DeterminePaths(argv[0]);
BaseGraphics::FindSets();
BaseSounds::FindSets();
BaseMusic::FindSets();
ShowHelp();
return 0;
}
}
#if defined(WINCE) && defined(_DEBUG)
/* Switch on debug lvl 4 for WinCE if Debug release, as you can't give params, and you most likely do want this information */
SetDebugString("4");
#endif
DeterminePaths(argv[0]);
BaseGraphics::FindSets();
BaseSounds::FindSets();
BaseMusic::FindSets();
#if defined(UNIX) && !defined(__MORPHOS__)
/* We must fork here, or we'll end up without some resources we need (like sockets) */
if (_dedicated_forks)
DedicatedFork();
#endif
AI::Initialize();
LoadFromConfig();
AI::Uninitialize(true);
CheckConfig();
LoadFromHighScore();
if (resolution.width != 0) { _cur_resolution = resolution; }
if (startyear != INVALID_YEAR) _settings_newgame.game_creation.starting_year = startyear;
if (generation_seed != GENERATE_NEW_SEED) _settings_newgame.game_creation.generation_seed = generation_seed;
/*
* The width and height must be at least 1 pixel and width times
* height must still fit within a 32 bits integer, this way all
* internal drawing routines work correctly.
*/
_cur_resolution.width = ClampU(_cur_resolution.width, 1, UINT16_MAX);
_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX);
#if defined(ENABLE_NETWORK)
if (dedicated_host) {
_network_bind_list.Clear();
*_network_bind_list.Append() = strdup(dedicated_host);
}
if (dedicated_port) _settings_client.network.server_port = dedicated_port;
if (_dedicated_forks && !dedicated) _dedicated_forks = false;
#endif /* ENABLE_NETWORK */
/* enumerate language files */
InitializeLanguagePacks();
/* initialize screenshot formats */
InitializeScreenshotFormats();
/* initialize all variables that are allocated dynamically */
InitializeDynamicVariables();
/* Initialize FreeType */
InitFreeType();
/* This must be done early, since functions use the SetWindowDirty* calls */
InitWindowSystem();
/* Look for the sounds before the graphics. Otherwise none would be set and
* the first initialisation of the video happens on the wrong data. Now it
* can do the first initialisation right. */
if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = strdup(BaseSounds::ini_set);
if (!BaseSounds::SetSet(sounds_set)) {
StrEmpty(sounds_set) ?
usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of readme.txt.") :
usererror("Failed to select requested sounds set '%s'", sounds_set);
}
free(sounds_set);
if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = strdup(BaseGraphics::ini_set);
if (!BaseGraphics::SetSet(graphics_set)) {
StrEmpty(graphics_set) ?
usererror("Failed to find a graphics set. Please acquire a graphics set for OpenTTD. See section 4.1 of readme.txt.") :
usererror("Failed to select requested graphics set '%s'", graphics_set);
}
free(graphics_set);
if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = strdup(BaseMusic::ini_set);
if (!BaseMusic::SetSet(music_set)) {
StrEmpty(music_set) ?
usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of readme.txt.") :
usererror("Failed to select requested music set '%s'", music_set);
}
free(music_set);
/* Initialize game palette */
GfxInitPalettes();
DEBUG(misc, 1, "Loading blitter...");
if (blitter == NULL && _ini_blitter != NULL) blitter = strdup(_ini_blitter);
if (BlitterFactoryBase::SelectBlitter(blitter) == NULL)
StrEmpty(blitter) ?
usererror("Failed to autoprobe blitter") :
usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
free(blitter);
DEBUG(driver, 1, "Loading drivers...");
if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = strdup(_ini_sounddriver);
_sound_driver = (SoundDriver*)SoundDriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
if (_sound_driver == NULL) {
StrEmpty(sounddriver) ?
usererror("Failed to autoprobe sound driver") :
usererror("Failed to select requested sound driver '%s'", sounddriver);
}
free(sounddriver);
if (videodriver == NULL && _ini_videodriver != NULL) videodriver = strdup(_ini_videodriver);
_video_driver = (VideoDriver*)VideoDriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
if (_video_driver == NULL) {
StrEmpty(videodriver) ?
usererror("Failed to autoprobe video driver") :
usererror("Failed to select requested video driver '%s'", videodriver);
}
free(videodriver);
if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = strdup(_ini_musicdriver);
_music_driver = (MusicDriver*)MusicDriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
if (_music_driver == NULL) {
StrEmpty(musicdriver) ?
usererror("Failed to autoprobe music driver") :
usererror("Failed to select requested music driver '%s'", musicdriver);
}
free(musicdriver);
/* Initialize the zoom level of the screen to normal */
_screen.zoom = ZOOM_LVL_NORMAL;
/* restore saved music volume */
_music_driver->SetVolume(msf.music_vol);
NetworkStartUp(); // initialize network-core
#if defined(ENABLE_NETWORK)
if (debuglog_conn != NULL && _network_available) {
const char *not_used = NULL;
const char *port = NULL;
uint16 rport;
rport = NETWORK_DEFAULT_DEBUGLOG_PORT;
ParseConnectionString(¬_used, &port, debuglog_conn);
if (port != NULL) rport = atoi(port);
NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
}
#endif /* ENABLE_NETWORK */
ScanNewGRFFiles();
ResetGRFConfig(false);
/* Make sure _settings is filled with _settings_newgame if we switch to a game directly */
if (_switch_mode != SM_NONE) MakeNewgameSettingsLive();
/* initialize the ingame console */
IConsoleInit();
_cursor.in_window = true;
InitializeGUI();
IConsoleCmdExec("exec scripts/autoexec.scr 0");
/* Take our initial lock on whatever we might want to do! */
_genworld_paint_mutex->BeginCritical();
_genworld_mapgen_mutex->BeginCritical();
GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
WaitTillGeneratedWorld();
CheckForMissingGlyphsInLoadedLanguagePack();
#ifdef ENABLE_NETWORK
if (network && _network_available) {
if (network_conn != NULL) {
const char *port = NULL;
const char *company = NULL;
uint16 rport = NETWORK_DEFAULT_PORT;
CompanyID join_as = COMPANY_NEW_COMPANY;
ParseConnectionString(&company, &port, network_conn);
if (company != NULL) {
join_as = (CompanyID)atoi(company);
if (join_as != COMPANY_SPECTATOR) {
join_as--;
if (join_as >= MAX_COMPANIES) return false;
}
}
if (port != NULL) rport = atoi(port);
LoadIntroGame();
_switch_mode = SM_NONE;
NetworkClientConnectGame(NetworkAddress(network_conn, rport), join_as, join_server_password, join_company_password);
}
}
#endif /* ENABLE_NETWORK */
_video_driver->MainLoop();
WaitTillSaved();
/* only save config if we have to */
if (save_config) {
SaveToConfig();
SaveToHighScore();
}
/* Reset windowing system, stop drivers, free used memory, ... */
ShutdownGame();
free(const_cast<char *>(BaseGraphics::ini_set));
free(const_cast<char *>(BaseSounds::ini_set));
free(const_cast<char *>(BaseMusic::ini_set));
free(_ini_musicdriver);
free(_ini_sounddriver);
free(_ini_videodriver);
free(_ini_blitter);
return 0;
}
void HandleExitGameRequest()
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
} else if (_settings_client.gui.autosave_on_exit) {
DoExitSave();
_exit_game = true;
} else {
AskExitGame();
}
}
static void MakeNewGameDone()
{
SettingsDisableElrail(_settings_game.vehicle.disable_elrails);
/* In a dedicated server, the server does not play */
if (_network_dedicated || BlitterFactoryBase::GetCurrentBlitter()->GetScreenDepth() == 0) {
SetLocalCompany(COMPANY_SPECTATOR);
IConsoleCmdExec("exec scripts/game_start.scr 0");
return;
}
/* Create a single company */
DoStartupNewCompany(false);
Company *c = Company::Get(COMPANY_FIRST);
c->settings = _settings_client.company;
IConsoleCmdExec("exec scripts/game_start.scr 0");
SetLocalCompany(COMPANY_FIRST);
InitializeRailGUI();
#ifdef ENABLE_NETWORK
/* We are the server, we start a new company (not dedicated),
* so set the default password *if* needed. */
if (_network_server && !StrEmpty(_settings_client.network.default_company_pass)) {
NetworkChangeCompanyPassword(_settings_client.network.default_company_pass);
}
#endif /* ENABLE_NETWORK */
if (_settings_client.gui.pause_on_newgame) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
MarkWholeScreenDirty();
}
static void MakeNewGame(bool from_heightmap, bool reset_settings)
{
_game_mode = GM_NORMAL;
ResetGRFConfig(true);
InitializeDynamicVariables();
GenerateWorldSetCallback(&MakeNewGameDone);
GenerateWorld(from_heightmap ? GWM_HEIGHTMAP : GWM_NEWGAME, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y, reset_settings);
}
static void MakeNewEditorWorldDone()
{
SetLocalCompany(OWNER_NONE);
}
static void MakeNewEditorWorld()
{
_game_mode = GM_EDITOR;
ResetGRFConfig(true);
GenerateWorldSetCallback(&MakeNewEditorWorldDone);
GenerateWorld(GWM_EMPTY, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
}
void StartupCompanies();
void StartupDisasters();
extern void StartupEconomy();
/**
* Load the specified savegame but on error do different things.
* If loading fails due to corrupt savegame, bad version, etc. go back to
* a previous correct state. In the menu for example load the intro game again.
* @param filename file to be loaded
* @param mode mode of loading, either SL_LOAD or SL_OLD_LOAD
* @param newgm switch to this mode of loading fails due to some unknown error
* @param subdir default directory to look for filename, set to 0 if not needed
*/
bool SafeSaveOrLoad(const char *filename, int mode, GameMode newgm, Subdirectory subdir)
{
GameMode ogm = _game_mode;
_game_mode = newgm;
assert(mode == SL_LOAD || mode == SL_OLD_LOAD);
switch (SaveOrLoad(filename, mode, subdir)) {
case SL_OK: return true;
case SL_REINIT:
if (_network_dedicated) {
/*
* We need to reinit a network map...
* We can't simply load the intro game here as that game has many
* special cases which make clients desync immediately. So we fall
* back to just generating a new game with the current settings.
*/
DEBUG(net, 0, "Loading game failed, so a new (random) game will be started!");
MakeNewGame(false, true);
return false;
}
switch (ogm) {
default:
case GM_MENU: LoadIntroGame(); break;
case GM_EDITOR: MakeNewEditorWorld(); break;
}
return false;
default:
_game_mode = ogm;
return false;
}
}
/**
* Start Scenario starts a new game based on a scenario.
* Eg 'New Game' --> select a preset scenario
* This starts a scenario based on your current difficulty settings
*/
static void StartScenario()
{
_game_mode = GM_NORMAL;
/* invalid type */
if (_file_to_saveload.mode == SL_INVALID) {
DEBUG(sl, 0, "Savegame is obsolete or invalid format: '%s'", _file_to_saveload.name);
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
_game_mode = GM_MENU;
return;
}
/* Reinitialize windows */
ResetWindowSystem();
SetupColoursAndInitialWindow();
ResetGRFConfig(true);
/* Load game */
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, SCENARIO_DIR)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
return;
}
_settings_game.difficulty = _settings_newgame.difficulty;
/* Inititalize data */
StartupEconomy();
StartupCompanies();
StartupEngines();
StartupDisasters();
SetLocalCompany(COMPANY_FIRST);
Company *c = Company::Get(COMPANY_FIRST);
c->settings = _settings_client.company;
MarkWholeScreenDirty();
}
void SwitchToMode(SwitchMode new_mode)
{
#ifdef ENABLE_NETWORK
/* If we are saving something, the network stays in his current state */
if (new_mode != SM_SAVE) {
/* If the network is active, make it not-active */
if (_networking) {
if (_network_server && (new_mode == SM_LOAD || new_mode == SM_NEWGAME || new_mode == SM_RESTARTGAME)) {
NetworkReboot();
} else {
NetworkDisconnect();
}
}
/* If we are a server, we restart the server */
if (_is_network_server) {
/* But not if we are going to the menu */
if (new_mode != SM_MENU) {
/* check if we should reload the config */
if (_settings_client.network.reload_cfg) {
LoadFromConfig();
MakeNewgameSettingsLive();
ResetGRFConfig(false);
}
NetworkServerStart();
} else {
/* This client no longer wants to be a network-server */
_is_network_server = false;
}
}
}
#endif /* ENABLE_NETWORK */
/* Make sure all AI controllers are gone at quiting game */
if (new_mode != SM_SAVE) AI::KillAll();
switch (new_mode) {
case SM_EDITOR: // Switch to scenario editor
MakeNewEditorWorld();
break;
case SM_RESTARTGAME: // Restart --> 'Random game' with current settings
case SM_NEWGAME: // New Game --> 'Random game'
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "Random Map");
}
#endif /* ENABLE_NETWORK */
MakeNewGame(false, new_mode == SM_NEWGAME);
break;
case SM_START_SCENARIO: // New Game --> Choose one of the preset scenarios
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded scenario)", _file_to_saveload.title);
}
#endif /* ENABLE_NETWORK */
StartScenario();
break;
case SM_LOAD: { // Load game, Play Scenario
ResetGRFConfig(true);
ResetWindowSystem();
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL, NO_DIRECTORY)) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {
if (_saveload_mode == SLD_LOAD_SCENARIO) {
StartupEngines();
}
/* Update the local company for a loaded game. It is either always
* company #1 (eg 0) or in the case of a dedicated server a spectator */
SetLocalCompany(_network_dedicated ? COMPANY_SPECTATOR : COMPANY_FIRST);
/* Execute the game-start script */
IConsoleCmdExec("exec scripts/game_start.scr 0");
/* Decrease pause counter (was increased from opening load dialog) */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Loaded game)", _file_to_saveload.title);
}
#endif /* ENABLE_NETWORK */
}
break;
}
case SM_START_HEIGHTMAP: // Load a heightmap and start a new game from it
#ifdef ENABLE_NETWORK
if (_network_server) {
snprintf(_network_game_info.map_name, lengthof(_network_game_info.map_name), "%s (Heightmap)", _file_to_saveload.title);
}
#endif /* ENABLE_NETWORK */
MakeNewGame(true, true);
break;
case SM_LOAD_HEIGHTMAP: // Load heightmap from scenario editor
SetLocalCompany(OWNER_NONE);
GenerateWorld(GWM_HEIGHTMAP, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
MarkWholeScreenDirty();
break;
case SM_LOAD_SCENARIO: { // Load scenario from scenario editor
if (SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_EDITOR, NO_DIRECTORY)) {
SetLocalCompany(OWNER_NONE);
_settings_newgame.game_creation.starting_year = _cur_year;
/* Cancel the saveload pausing */
DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE);
} else {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
}
break;
}
case SM_MENU: // Switch to game intro menu
LoadIntroGame();
if (BaseSounds::ini_set == NULL && BaseSounds::GetUsedSet()->fallback) {
ShowErrorMessage(STR_WARNING_FALLBACK_SOUNDSET, INVALID_STRING_ID, WL_CRITICAL);
BaseSounds::ini_set = strdup(BaseSounds::GetUsedSet()->name);
}
break;
case SM_SAVE: // Save game
/* Make network saved games on pause compatible to singleplayer */
if (SaveOrLoad(_file_to_saveload.name, SL_SAVE, NO_DIRECTORY) != SL_OK) {
SetDParamStr(0, GetSaveLoadErrorString());
ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR);
} else {
DeleteWindowById(WC_SAVELOAD, 0);
}
break;
case SM_GENRANDLAND: // Generate random land within scenario editor
SetLocalCompany(OWNER_NONE);
GenerateWorld(GWM_RANDOM, 1 << _settings_game.game_creation.map_x, 1 << _settings_game.game_creation.map_y);
/* XXX: set date */
MarkWholeScreenDirty();
break;
default: NOT_REACHED();
}
if (_switch_mode_errorstr != INVALID_STRING_ID) {
ShowErrorMessage(_switch_mode_errorstr, INVALID_STRING_ID, WL_CRITICAL);
}
}
/**
* Check the validity of some of the caches.
* Especially in the sense of desyncs between
* the cached value and what the value would
* be when calculated from the 'base' data.
*/
static void CheckCaches()
{
/* Return here so it is easy to add checks that are run
* always to aid testing of caches. */
if (_debug_desync_level <= 1) return;
/* Strict checking of the road stop cache entries */
const RoadStop *rs;
FOR_ALL_ROADSTOPS(rs) {
if (IsStandardRoadStopTile(rs->xy)) continue;
assert(rs->GetEntry(DIAGDIR_NE) != rs->GetEntry(DIAGDIR_NW));
rs->GetEntry(DIAGDIR_NE)->CheckIntegrity(rs);
rs->GetEntry(DIAGDIR_NW)->CheckIntegrity(rs);
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v != v->First() || v->vehstatus & VS_CRASHED) continue;
switch (v->type) {
case VEH_ROAD: {
RoadVehicle *rv = RoadVehicle::From(v);
RoadVehicleCache cache;
memset(&cache, 0, sizeof(cache));
cache = rv->rcache;
RoadVehUpdateCache(rv);
if (memcmp(&cache, &rv->rcache, sizeof(RoadVehicleCache)) != 0) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
}
} break;
case VEH_TRAIN: {
uint length = 0;
Train *t = Train::From(v);
for (Vehicle *u = t; u != NULL; u = u->Next()) length++;
TrainCache *wagons = CallocT<TrainCache>(length);
length = 0;
for (Train *u = t; u != NULL; u = u->Next()) wagons[length++] = u->tcache;
t->ConsistChanged(true);
length = 0;
for (Train *u = t; u != NULL; u = u->Next()) {
if (memcmp(&wagons[length], &u->tcache, sizeof(TrainCache)) != 0) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i, wagon %i", v->index, (int)v->owner, v->unitnumber, length);
}
length++;
}
free(wagons);
} break;
case VEH_AIRCRAFT: {
Aircraft *a = Aircraft::From(v);
AircraftCache cache;
memset(&cache, 0, sizeof(cache));
cache = a->acache;
UpdateAircraftCache(a);
if (memcmp(&cache, &a->acache, sizeof(AircraftCache)) != 0) {
DEBUG(desync, 2, "cache mismatch: vehicle %i, company %i, unit number %i", v->index, (int)v->owner, v->unitnumber);
}
} break;
default:
break;
}
}
/* Check whether the caches are still valid */
FOR_ALL_VEHICLES(v) {
byte buff[sizeof(VehicleCargoList)];
memcpy(buff, &v->cargo, sizeof(VehicleCargoList));
v->cargo.InvalidateCache();
assert(memcmp(&v->cargo, buff, sizeof(VehicleCargoList)) == 0);
}
Station *st;
FOR_ALL_STATIONS(st) {
for (CargoID c = 0; c < NUM_CARGO; c++) {
byte buff[sizeof(StationCargoList)];
memcpy(buff, &st->goods[c].cargo, sizeof(StationCargoList));
st->goods[c].cargo.InvalidateCache();
assert(memcmp(&st->goods[c].cargo, buff, sizeof(StationCargoList)) == 0);
}
}
}
/**
* State controlling game loop.
* The state must not be changed from anywhere but here.
* That check is enforced in DoCommand.
*/
void StateGameLoop()
{
/* dont execute the state loop during pause */
if (_pause_mode != PM_UNPAUSED) {
CallWindowTickEvent();
return;
}
if (IsGeneratingWorld()) return;
ClearStorageChanges(false);
if (_game_mode == GM_EDITOR) {
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
ClearStorageChanges(true);
CallWindowTickEvent();
NewsLoop();
} else {
if (_debug_desync_level > 2 && _date_fract == 0 && (_date & 0x1F) == 0) {
/* Save the desync savegame if needed. */
char name[MAX_PATH];
snprintf(name, lengthof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
SaveOrLoad(name, SL_SAVE, AUTOSAVE_DIR);
}
CheckCaches();
/* All these actions has to be done from OWNER_NONE
* for multiplayer compatibility */
Backup<CompanyByte> cur_company(_current_company, OWNER_NONE, FILE_LINE);
AnimateAnimatedTiles();
IncreaseDate();
RunTileLoop();
CallVehicleTicks();
CallLandscapeTick();
ClearStorageChanges(true);
AI::GameLoop();
CallWindowTickEvent();
NewsLoop();
cur_company.Restore();
}
assert(_current_company == _local_company);
}
/** Create an autosave. The default name is "autosave#.sav". However with
* the setting 'keep_all_autosave' the name defaults to company-name + date */
static void DoAutosave()
{
char buf[MAX_PATH];
#if defined(PSP)
/* Autosaving in networking is too time expensive for the PSP */
if (_networking) return;
#endif /* PSP */
if (_settings_client.gui.keep_all_autosave) {
GenerateDefaultSaveName(buf, lastof(buf));
strecat(buf, ".sav", lastof(buf));
} else {
static int _autosave_ctr = 0;
/* generate a savegame name and number according to _settings_client.gui.max_num_autosaves */
snprintf(buf, sizeof(buf), "autosave%d.sav", _autosave_ctr);
if (++_autosave_ctr >= _settings_client.gui.max_num_autosaves) _autosave_ctr = 0;
}
DEBUG(sl, 2, "Autosaving to '%s'", buf);
if (SaveOrLoad(buf, SL_SAVE, AUTOSAVE_DIR) != SL_OK) {
ShowErrorMessage(STR_ERROR_AUTOSAVE_FAILED, INVALID_STRING_ID, WL_ERROR);
}
}
void GameLoop()
{
ProcessAsyncSaveFinish();
/* autosave game? */
if (_do_autosave) {
_do_autosave = false;
DoAutosave();
SetWindowDirty(WC_STATUS_BAR, 0);
}
/* switch game mode? */
if (_switch_mode != SM_NONE) {
SwitchToMode(_switch_mode);
_switch_mode = SM_NONE;
}
IncreaseSpriteLRU();
InteractiveRandom();
extern int _caret_timer;
_caret_timer += 3;
_palette_animation_counter += 8;
CursorTick();
#ifdef ENABLE_NETWORK
/* Check for UDP stuff */
if (_network_available) NetworkUDPGameLoop();
if (_networking && !IsGeneratingWorld()) {
/* Multiplayer */
NetworkGameLoop();
} else {
if (_network_reconnect > 0 && --_network_reconnect == 0) {
/* This means that we want to reconnect to the last host
* We do this here, because it means that the network is really closed */
NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), COMPANY_SPECTATOR);
}
/* Singleplayer */
StateGameLoop();
}
#else
StateGameLoop();
#endif /* ENABLE_NETWORK */
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
if (!_pause_mode || _cheats.build_in_pause.value) MoveAllTextEffects();
InputLoop();
_sound_driver->MainLoop();
MusicLoop();
}
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