/** ** Game main loop. ** ** Unit actions. ** Missile actions. ** Players (AI). ** Cyclic events (color cycle,...) ** Display update. ** Input/Network/Sound. */ void GameMainLoop(void) { int player; const EventCallback *old_callbacks; InitGameCallbacks(); old_callbacks = GetCallbacks(); SetCallbacks(&GameCallbacks); SetVideoSync(); GameCursor = UI.Point.Cursor; GameRunning = true; CParticleManager::init(); MultiPlayerReplayEachCycle(); CclCommand("GameStarting()"); std::ofstream output; std::wstring templ; firstClock = std::clock(); templateClock = 0; int messageNumber = 1; std::ofstream outputEventsPerSec; std::ofstream outputNT; outputEventsPerSec.open("/tmp/boswarseventspersec.csv",std::ios::out); outputNT.open("/tmp/boswarsclocksperevents.csv",std::ios::out); output.open("/tmp/beepbeep.fifo",std::ios::out); templ = templ = L"<message>\n" L" <units>\n" L"{% for unit in units.tabunits %}" L" <unit>\n" L" <id>{$unit.id}</id>\n" L" <type>{$unit.type}</type>\n" L" <isbuilding>{$unit.isbuilding}</isbuilding>\n" L" <player>{$unit.player}</player>\n" L" <order>\n" L" <action>{$unit.action}</action>\n" L" <goal>{$unit.goal}</goal>\n" L" </order>\n" L" <neworder>\n" L" <action>{$unit.neworder}</action>\n" L" <goal>{$unit.newgoal}</goal>\n" L" </neworder>\n" L" </unit>\n" L"{% endfor %}" L" </units>\n" L"<overhead>{$overhead}</overhead>\n" L"</message>\n"; while (GameRunning) { // Can't find a better place. SaveGameLoading = false; // // Game logic part // if (!GamePaused && NetworkInSync && !SkipGameCycle) { SinglePlayerReplayEachCycle(); ++GameCycle; MultiPlayerReplayEachCycle(); NetworkCommands(); // Get network commands UnitActions(); // handle units MissileActions(); // handle missiles PlayersEachCycle(); // handle players UpdateTimer(); // update game timer // // Work todo each second. // Split into different frames, to reduce cpu time. // Increment mana of magic units. // Update mini-map. // Update map fog of war. // Call AI. // Check game goals. // Check rescue of units. // switch (GameCycle % CYCLES_PER_SECOND) { case 0: // At cycle 0, start all ai players... if (GameCycle == 0) { for (player = 0; player < NumPlayers; ++player) { PlayersEachSecond(player); } } break; case 1: break; case 2: break; case 3: // minimap update UI.Minimap.Update(); break; case 4: break; case 5: break; case 6: // overtaking units RescueUnits(); break; default: // FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7) player = (GameCycle % CYCLES_PER_SECOND) - 7; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); } } ////////////GET INFORMATION FOR MONITORING!!!//////////////////// if(NumUnits > 0) { std::clock_t littleClock = std::clock(); cpptempl::data_list theUnits; std::stringstream ss; for(int i = 0; i < NumUnits; i++) { cpptempl::data_map uni; /////////ID///////// ss.str(""); ss << Units[i]->Slot; std::string theID = ss.str(); std::wstring wTheID; wTheID.assign(theID.begin(),theID.end()); uni[L"id"] = cpptempl::make_data(wTheID); //////UNITTYPE////// ss.str(""); ss << Units[i]->Type->Name; std::string theType = ss.str(); std::wstring wTheType; wTheType.assign(theType.begin(),theType.end()); uni[L"type"] = cpptempl::make_data(wTheType); //////ISBUILDING////// ss.str(""); if (Units[i]->Type->Building == 1) ss << "true"; else ss << "false"; std::string theIsBuilding = ss.str(); std::wstring wTheIsBuilding; wTheIsBuilding.assign(theIsBuilding.begin(),theIsBuilding.end()); uni[L"isbuilding"] = cpptempl::make_data(wTheIsBuilding); //////PLAYER////// ss.str(""); ss << Units[i]->Player; std::string thePlayer = ss.str(); std::wstring wThePlayer; wThePlayer.assign(thePlayer.begin(),thePlayer.end()); uni[L"player"] = cpptempl::make_data(wThePlayer); //////UnitAction////// ss.str(""); switch(Units[i]->Orders[0]->Action) { case UnitActionNone: ss << "UnitActionNone"; break; case UnitActionStill: ss << "UnitActionStill"; break; case UnitActionStandGround: ss << "UnitActionStandGround"; break; case UnitActionFollow: ss << "UnitActionFollow"; break; case UnitActionMove: ss << "UnitActionMove"; break; case UnitActionAttack: ss << "UnitActionAttack"; break; case UnitActionAttackGround: ss << "UnitActionAttackGround"; break; case UnitActionDie: ss << "UnitActionDie"; break; case UnitActionSpellCast: ss << "UnitActionSpellCast"; break; case UnitActionTrain: ss << "UnitActionTrain"; break; case UnitActionBuilt: ss << "UnitActionBuilt"; break; case UnitActionBoard: ss << "UnitActionBoard"; break; case UnitActionUnload: ss << "UnitActionUnload"; break; case UnitActionPatrol: ss << "UnitActionPatrol"; break; case UnitActionBuild: ss << "UnitActionBuild"; break; case UnitActionRepair: ss << "UnitActionRepair"; break; case UnitActionResource: ss << "UnitActionResource"; break; default: ss << "None"; } std::string theAction = ss.str(); std::wstring wTheAction; wTheAction.assign(theAction.begin(),theAction.end()); uni[L"action"] = cpptempl::make_data(wTheAction); //////UnitGoal////// ss.str(""); if(Units[i]->Orders[0]->Goal != NULL) ss << Units[i]->Orders[0]->Goal->Slot; else ss << "None"; std::string theGoal = ss.str(); std::wstring wTheGoal; wTheGoal.assign(theGoal.begin(),theGoal.end()); uni[L"goal"] = cpptempl::make_data(wTheGoal); ///////NEW ORDER///////// ss.str(""); switch(Units[i]->NewOrder.Action) { case UnitActionNone: ss << "UnitActionNone"; break; case UnitActionStill: ss << "UnitActionStill"; break; case UnitActionStandGround: ss << "UnitActionStandGround"; break; case UnitActionFollow: ss << "UnitActionFollow"; break; case UnitActionMove: ss << "UnitActionMove"; break; case UnitActionAttack: ss << "UnitActionAttack"; break; case UnitActionAttackGround: ss << "UnitActionAttackGround"; break; case UnitActionDie: ss << "UnitActionDie"; break; case UnitActionSpellCast: ss << "UnitActionSpellCast"; break; case UnitActionTrain: ss << "UnitActionTrain"; break; case UnitActionBuilt: ss << "UnitActionBuilt"; break; case UnitActionBoard: ss << "UnitActionBoard"; break; case UnitActionUnload: ss << "UnitActionUnload"; break; case UnitActionPatrol: ss << "UnitActionPatrol"; break; case UnitActionBuild: ss << "UnitActionBuild"; break; case UnitActionRepair: ss << "UnitActionRepair"; break; case UnitActionResource: ss << "UnitActionResource"; break; default: ss << "None"; } std::string theNewOrder = ss.str(); std::wstring wTheNewOrder; wTheNewOrder.assign(theNewOrder.begin(),theNewOrder.end()); uni[L"neworder"] = cpptempl::make_data(wTheNewOrder); //////NEW GOAL////// ss.str(""); if(Units[i]->NewOrder.Goal != NULL) ss << Units[i]->NewOrder.Goal->Slot; else ss << "None"; std::string theNewGoal = ss.str(); std::wstring wTheNewGoal; wTheNewGoal.assign(theNewGoal.begin(),theNewGoal.end()); uni[L"newgoal"] = cpptempl::make_data(wTheNewGoal); theUnits.push_back((cpptempl::make_data(uni))); } cpptempl::data_map lesUnits; lesUnits[L"tabunits"] = cpptempl::make_data(theUnits); // Now set this in the data map cpptempl::data_map data; data[L"units"] = cpptempl::make_data(lesUnits); //////////////////TIMESTAMP///////////////////////// std::clock_t t = std::clock() - firstClock; double timeStamp = ((double)t/(double)CLOCKS_PER_SEC); ss.str(""); ss << std::setprecision(8) << timeStamp; std::string sTimeStamp = ss.str(); std::string gnuPlotStringT = ss.str(); std::wstring wTimeStamp; wTimeStamp.assign(sTimeStamp.begin(),sTimeStamp.end()); data[L"timestamp"] = cpptempl::make_data(wTimeStamp); ///OVERHEAD///// templateClock += std::clock()-littleClock; long double overhead = (long double)templateClock / ((long double)std::clock()-(long double)firstClock)*(long double)100.0; ss.str(""); ss << std::setprecision(10) << overhead; std::string sOverhead = ss.str(); std::wstring wOverhead; wOverhead.assign(sOverhead.begin(),sOverhead.end()); data[L"overhead"] = cpptempl::make_data(wOverhead); std::cout << overhead << "% overhead\n"; //std::cout << std::clock() << " clocl\n"; /////////////////MESSAGENUMBER/////////////////////////< ss.str(""); ss << messageNumber; std::string gnuPlotStringN = ss.str(); std::string sMessageNumber = ss.str(); std::wstring wMessageNumber; wMessageNumber.assign(sMessageNumber.begin(),sMessageNumber.end()); data[L"messagenumber"] = cpptempl::make_data(wMessageNumber); std::wstring result = cpptempl::parse(templ, data); ss.str(""); double templateTime = ((double)templateClock/(double)CLOCKS_PER_SEC)*(double)1000; ss << std::setprecision(8) << templateTime; std::string templTime = ss.str(); double totalT = ((std::clock()-firstClock)/(double)CLOCKS_PER_SEC); std::cout << totalT << "totaltime\n"; std::cout << CYCLES_PER_SECOND << "cycles\n"; std::string s; s.assign(result.begin(), result.end()); if (messageNumber == 1) { std::ofstream traceoutput; traceoutput.open("/tmp/traceout.xml",std::ios::out); traceoutput << s; traceoutput.close(); } messageNumber++; /////STATS///// output << s; std::string out = gnuPlotStringN + "," + gnuPlotStringT + "\n"; outputEventsPerSec << out; //OutputNT //std::string theT; out = ""; //ss.str(""); //ss << templTime; //theT = ss.str(); out = templTime + "," + gnuPlotStringN + "\n"; outputNT << out; } ///////////////////////////////////////////////////////////////// } TriggersEachCycle(); // handle triggers UpdateMessages(); // update messages ParticleManager.update(); // handle particles CheckMusicFinished(); // Check for next song // // Map scrolling // DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0); if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) { //FIXME: this might be better placed somewhere at front of the // program, as we now still have a game on the background and // need to go through the game-menu or supply a map file UpdateDisplay(); // // If double-buffered mode, we will display the contains of // VideoMemory. If direct mode this does nothing. In X11 it does // XFlush // RealizeVideoMemory(); } if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) { WaitEventsOneFrame(); } if (!NetworkInSync) { NetworkRecover(); // recover network } } output.close(); outputNT.close(); outputEventsPerSec.close(); // // Game over // NetworkQuit(); EndReplayLog(); CParticleManager::exit(); FlagRevealMap = 0; ReplayRevealMap = 0; GamePaused = false; GodMode = false; SetCallbacks(old_callbacks); }
static void GameLogicLoop() { // Can't find a better place. // FIXME: We need find better place! SaveGameLoading = false; // // Game logic part // if (!GamePaused && NetworkInSync && !SkipGameCycle) { SinglePlayerReplayEachCycle(); ++GameCycle; MultiPlayerReplayEachCycle(); NetworkCommands(); // Get network commands TriggersEachCycle();// handle triggers UnitActions(); // handle units MissileActions(); // handle missiles PlayersEachCycle(); // handle players UpdateTimer(); // update game timer // // Work todo each second. // Split into different frames, to reduce cpu time. // Increment mana of magic units. // Update mini-map. // Update map fog of war. // Call AI. // Check game goals. // Check rescue of units. // switch (GameCycle % CYCLES_PER_SECOND) { case 0: // At cycle 0, start all ai players... if (GameCycle == 0) { for (int player = 0; player < NumPlayers; ++player) { PlayersEachSecond(player); } } break; case 1: break; case 2: break; case 3: // minimap update UI.Minimap.UpdateCache = true; break; case 4: break; case 5: // forest grow Map.RegenerateForest(); break; case 6: // overtaking units RescueUnits(); break; default: { // FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7) int player = (GameCycle % CYCLES_PER_SECOND) - 7; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); } } } } UpdateMessages(); // update messages ParticleManager.update(); // handle particles CheckMusicFinished(); // Check for next song if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) { WaitEventsOneFrame(); } if (!NetworkInSync) { NetworkRecover(); // recover network } }
/** ** Game main loop. ** ** Unit actions. ** Missile actions. ** Players (AI). ** Cyclic events (color cycle,...) ** Display update. ** Input/Network/Sound. */ void GameMainLoop(void) { #ifdef DEBUG // removes the setjmp warnings static bool showtip; #else bool showtip; #endif int player; int RealVideoSyncSpeed; const EventCallback *old_callbacks; InitGameCallbacks(); old_callbacks = GetCallbacks(); SetCallbacks(&GameCallbacks); SetVideoSync(); GameCursor = UI.Point.Cursor; GameRunning = true; showtip = false; RealVideoSyncSpeed = VideoSyncSpeed; MultiPlayerReplayEachCycle(); // StratagusAI MOD GamePaused = true; // Minimap.Update(); while (GameRunning) { // StratagusAI MOD if ((GameCycle - socketInterface->lastPausedCycle) % socketInterface->cyclesPerTransition == 0) { socketInterface->handleInterface(); if (socketInterface->warpSpeed) FastForwardCycle = GameCycle + socketInterface->cyclesPerTransition + 1; } // Can't find a better place. SaveGameLoading = 0; // // Game logic part // if (!GamePaused && NetworkInSync && !SkipGameCycle) { SinglePlayerReplayEachCycle(); ++GameCycle; MultiPlayerReplayEachCycle(); NetworkCommands(); // Get network commands UnitActions(); // handle units MissileActions(); // handle missiles PlayersEachCycle(); // handle players UpdateTimer(); // update game timer // // Work todo each second. // Split into different frames, to reduce cpu time. // Increment mana of magic units. // Update mini-map. // Update map fog of war. // Call AI. // Check game goals. // Check rescue of units. // switch (GameCycle % CYCLES_PER_SECOND) { case 0: // At cycle 0, start all ai players... if (GameCycle == 0) { for (player = 0; player < NumPlayers; ++player) { PlayersEachSecond(player); } } break; case 1: break; case 2: break; case 3: // minimap update UI.Minimap.Update(); break; case 4: break; case 5: break; case 6: // overtaking units RescueUnits(); break; default: // FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7) player = (GameCycle % CYCLES_PER_SECOND) - 7; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); } } } TriggersEachCycle(); // handle triggers UpdateMessages(); // update messages CheckMusicFinished(); // Check for next song // // Map scrolling // DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0); if (FastForwardCycle > GameCycle && RealVideoSyncSpeed != VideoSyncSpeed) { RealVideoSyncSpeed = VideoSyncSpeed; VideoSyncSpeed = 3000; } // MOD if (socketInterface->cyclesPerVideoUpdate != -1 && (GameCycle % socketInterface->cyclesPerVideoUpdate == 0 || GamePaused)) { if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) { //FIXME: this might be better placed somewhere at front of the // program, as we now still have a game on the background and // need to go through the game-menu or supply a map file UpdateDisplay(); // // If double-buffered mode, we will display the contains of // VideoMemory. If direct mode this does nothing. In X11 it does // XFlush // RealizeVideoMemory(); } } if (FastForwardCycle == GameCycle) { VideoSyncSpeed = RealVideoSyncSpeed; } if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) { WaitEventsOneFrame(); } if (!NetworkInSync) { NetworkRecover(); // recover network } } // // Game over // if (FastForwardCycle > GameCycle) { VideoSyncSpeed = RealVideoSyncSpeed; } NetworkQuit(); EndReplayLog(); FlagRevealMap = 0; ReplayRevealMap = 0; GamePaused = false; GodMode = false; SetCallbacks(old_callbacks); }
static void GameLogicLoop() { // Can't find a better place. // FIXME: We need find better place! SaveGameLoading = false; // // Game logic part // if (!GamePaused && NetworkInSync && !SkipGameCycle) { SinglePlayerReplayEachCycle(); ++GameCycle; MultiPlayerReplayEachCycle(); NetworkCommands(); // Get network commands TriggersEachCycle();// handle triggers UnitActions(); // handle units MissileActions(); // handle missiles PlayersEachCycle(); // handle players UpdateTimer(); // update game timer // // Work todo each second. // Split into different frames, to reduce cpu time. // Increment mana of magic units. // Update mini-map. // Update map fog of war. // Call AI. // Check game goals. // Check rescue of units. // switch (GameCycle % CYCLES_PER_SECOND) { case 0: // At cycle 0, start all ai players... if (GameCycle == 0) { for (int player = 0; player < NumPlayers; ++player) { PlayersEachSecond(player); } } break; case 1: break; case 2: break; case 3: // minimap update UI.Minimap.UpdateCache = true; break; case 4: break; case 5: // forest grow Map.RegenerateForest(); break; case 6: // overtaking units RescueUnits(); break; default: { // FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7) int player = (GameCycle % CYCLES_PER_SECOND) - 7; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); } } } //Wyrmgus start if (GameCycle > 0 && GameCycle % (CYCLES_PER_SECOND * 10 * 3) == 0) { // every 10 seconds of gameplay = 1 hour for time of day calculations, change time of day every three hours if (!GameSettings.Inside) { // only change the time of the day if outdoors GameTimeOfDay += 1; if (GameTimeOfDay == MaxTimesOfDay) { GameTimeOfDay = 1; } } else { // indoors it is always dark (maybe would be better to allow a special setting to have bright indoor places? GameTimeOfDay = NoTimeOfDay; // make indoors have no time of day setting until it is possible to make light sources change their surrounding "time of day" } //update the sight of all units for (CUnitManager::Iterator it = UnitManager.begin(); it != UnitManager.end(); ++it) { CUnit &unit = **it; if (!unit.Destroyed) { MapUnmarkUnitSight(unit); UpdateUnitSightRange(unit); MapMarkUnitSight(unit); } } } //Wyrmgus end //Wyrmgus start // if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && GameCycle > 0 && (GameCycle % (CYCLES_PER_SECOND * 60 * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && !GrandStrategy && GameCycle > 0 && (GameCycle % (CYCLES_PER_SECOND * 60 * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled //Wyrmgus end UI.StatusLine.Set(_("Autosave")); //Wyrmgus start // SaveGame("autosave.sav"); CclCommand("if (RunSaveGame ~= nil) then RunSaveGame(\"autosave.sav\") end;"); //Wyrmgus end } } UpdateMessages(); // update messages ParticleManager.update(); // handle particles CheckMusicFinished(); // Check for next song if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) { WaitEventsOneFrame(); } if (!NetworkInSync) { NetworkRecover(); // recover network } }
static void GameLogicLoop() { // Can't find a better place. // FIXME: We need find better place! SaveGameLoading = false; #ifdef USE_OAML if (enableOAML && oaml) { // Time of day can change our main music loop, if the current playing track is set for this SetMusicCondition(OAML_CONDID_MAIN_LOOP, Map.TimeOfDay[CurrentMapLayer]); } #endif // // Game logic part // if (!GamePaused && NetworkInSync && !SkipGameCycle) { SinglePlayerReplayEachCycle(); ++GameCycle; MultiPlayerReplayEachCycle(); NetworkCommands(); // Get network commands TriggersEachCycle();// handle triggers UnitActions(); // handle units MissileActions(); // handle missiles PlayersEachCycle(); // handle players UpdateTimer(); // update game timer // // Work todo each second. // Split into different frames, to reduce cpu time. // Increment mana of magic units. // Update mini-map. // Update map fog of war. // Call AI. // Check game goals. // Check rescue of units. // switch (GameCycle % CYCLES_PER_SECOND) { case 0: // At cycle 0, start all ai players... if (GameCycle == 0) { for (int player = 0; player < NumPlayers; ++player) { PlayersEachSecond(player); } } break; case 1: break; case 2: break; case 3: // minimap update UI.Minimap.UpdateCache = true; break; case 4: break; case 5: // forest grow Map.RegenerateForest(); break; case 6: // overtaking units RescueUnits(); break; //Wyrmgus start /* default: { // FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7) int player = (GameCycle % CYCLES_PER_SECOND) - 7; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); } } */ //Wyrmgus end } //Wyrmgus start int player = (GameCycle - 1) % CYCLES_PER_SECOND; Assert(player >= 0); if (player < NumPlayers) { PlayersEachSecond(player); if ((player + CYCLES_PER_SECOND) < NumPlayers) { PlayersEachSecond(player + CYCLES_PER_SECOND); } } player = (GameCycle - 1) % CYCLES_PER_MINUTE; Assert(player >= 0); if (player < NumPlayers) { PlayersEachMinute(player); } //Wyrmgus end //Wyrmgus start for (size_t z = 0; z < Map.Fields.size(); ++z) { if (GameSettings.Inside || GameSettings.NoTimeOfDay || !Map.TimeOfDaySeconds[z]) { // indoors it is always dark (maybe would be better to allow a special setting to have bright indoor places? Map.TimeOfDay[z] = NoTimeOfDay; // make indoors have no time of day setting until it is possible to make light sources change their surrounding "time of day" continue; } if (GameCycle > 0 && GameCycle % (CYCLES_PER_SECOND * Map.TimeOfDaySeconds[z]) == 0) { Map.TimeOfDay[z] += 1; if (Map.TimeOfDay[z] == MaxTimesOfDay) { Map.TimeOfDay[z] = 1; } #ifdef USE_OAML if (enableOAML && oaml && z == CurrentMapLayer) { // Time of day can change our main music loop, if the current playing track is set for this SetMusicCondition(OAML_CONDID_MAIN_LOOP, Map.TimeOfDay[z]); } #endif //update the sight of all units for (CUnitManager::Iterator it = UnitManager.begin(); it != UnitManager.end(); ++it) { CUnit *unit = *it; if ( unit && unit->IsAlive() && unit->MapLayer == z && ( ((Map.TimeOfDay[z] == MorningTimeOfDay || Map.TimeOfDay[z] == DuskTimeOfDay) && unit->Variable[DAYSIGHTRANGEBONUS_INDEX].Value != 0) // if has day sight bonus and is entering or exiting day || ((Map.TimeOfDay[z] == FirstWatchTimeOfDay || Map.TimeOfDay[z] == DawnTimeOfDay) && unit->Variable[NIGHTSIGHTRANGEBONUS_INDEX].Value != 0) // if has night sight bonus and is entering or exiting night ) ) { MapUnmarkUnitSight(*unit); UpdateUnitSightRange(*unit); MapMarkUnitSight(*unit); } } } } //Wyrmgus end //Wyrmgus start // if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && GameCycle > 0 && (GameCycle % (CYCLES_PER_SECOND * 60 * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled if (Preference.AutosaveMinutes != 0 && !IsNetworkGame() && !GrandStrategy && GameCycle > 0 && (GameCycle % (CYCLES_PER_MINUTE * Preference.AutosaveMinutes)) == 0) { // autosave every X minutes, if the option is enabled //Wyrmgus end UI.StatusLine.Set(_("Autosave")); //Wyrmgus start // SaveGame("autosave.sav"); CclCommand("if (RunSaveGame ~= nil) then RunSaveGame(\"autosave.sav\") end;"); //Wyrmgus end } } UpdateMessages(); // update messages ParticleManager.update(); // handle particles CheckMusicFinished(); // Check for next song if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) { WaitEventsOneFrame(); } if (!NetworkInSync) { NetworkRecover(); // recover network } }