示例#1
0
/**
 * Main entry point for this lovely game.
 * @param argc The number of arguments passed to this game.
 * @param argv The values of the arguments.
 * @return 0 when there is no error.
 */
int openttd_main(int argc, char *argv[])
{
	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};
	/* AfterNewGRFScan sets save_config to true after scanning completed. */
	bool save_config = false;
	AfterNewGRFScan *scanner = new AfterNewGRFScan(&save_config);
#if defined(ENABLE_NETWORK)
	bool dedicated = false;
	char *debuglog_conn = NULL;

	extern bool _dedicated_forks;
	_dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_config_file = NULL;

	GetOptData mgo(argc - 1, argv + 1, _options);
	int ret = 0;

	int i;
	while ((i = mgo.GetOpt()) != -1) {
		switch (i) {
		case 'I': free(graphics_set); graphics_set = stredup(mgo.opt); break;
		case 'S': free(sounds_set); sounds_set = stredup(mgo.opt); break;
		case 'M': free(music_set); music_set = stredup(mgo.opt); break;
		case 'm': free(musicdriver); musicdriver = stredup(mgo.opt); break;
		case 's': free(sounddriver); sounddriver = stredup(mgo.opt); break;
		case 'v': free(videodriver); videodriver = stredup(mgo.opt); break;
		case 'b': free(blitter); blitter = stredup(mgo.opt); break;
#if defined(ENABLE_NETWORK)
		case 'D':
			free(musicdriver);
			free(sounddriver);
			free(videodriver);
			free(blitter);
			musicdriver = stredup("null");
			sounddriver = stredup("null");
			videodriver = stredup("dedicated");
			blitter = stredup("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)) scanner->dedicated_host = mgo.opt;
				if (port != NULL) scanner->dedicated_port = atoi(port);
			}
			break;
		case 'f': _dedicated_forks = true; break;
		case 'n':
			scanner->network_conn = mgo.opt; // optional IP parameter, NULL if unset
			break;
		case 'l':
			debuglog_conn = mgo.opt;
			break;
		case 'p':
			scanner->join_server_password = mgo.opt;
			break;
		case 'P':
			scanner->join_company_password = mgo.opt;
			break;
#endif /* ENABLE_NETWORK */
		case 'r': ParseResolution(&resolution, mgo.opt); break;
		case 't': scanner->startyear = atoi(mgo.opt); break;
		case 'd': {
#if defined(WIN32)
				CreateConsole();
#endif
				if (mgo.opt != NULL) SetDebugString(mgo.opt);
				break;
			}
		case 'e': _switch_mode = (_switch_mode == SM_LOAD_GAME || _switch_mode == SM_LOAD_SCENARIO ? SM_LOAD_SCENARIO : SM_EDITOR); break;
		case 'g':
			if (mgo.opt != NULL) {
				_file_to_saveload.SetName(mgo.opt);
				bool is_scenario = _switch_mode == SM_EDITOR || _switch_mode == SM_LOAD_SCENARIO;
				_switch_mode = is_scenario ? SM_LOAD_SCENARIO : SM_LOAD_GAME;
				_file_to_saveload.SetMode(SLO_LOAD, is_scenario ? FT_SCENARIO : FT_SAVEGAME, DFT_GAME_FILE);

				/* 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(SLO_LOAD, _file_to_saveload.name, t, NULL, NULL);
					if (ft != FIOS_TYPE_INVALID) _file_to_saveload.SetMode(ft);
				}

				break;
			}

			_switch_mode = SM_NEWGAME;
			/* Give a random map if no seed has been given */
			if (scanner->generation_seed == GENERATE_NEW_SEED) {
				scanner->generation_seed = InteractiveRandom();
			}
			break;
		case 'q': {
			DeterminePaths(argv[0]);
			if (StrEmpty(mgo.opt)) {
				ret = 1;
				goto exit_noshutdown;
			}

			char title[80];
			title[0] = '\0';
			FiosGetSavegameListCallback(SLO_LOAD, mgo.opt, strrchr(mgo.opt, '.'), title, lastof(title));

			_load_check_data.Clear();
			SaveOrLoadResult res = SaveOrLoad(mgo.opt, SLO_CHECK, DFT_GAME_FILE, SAVE_DIR, false);
			if (res != SL_OK || _load_check_data.HasErrors()) {
				fprintf(stderr, "Failed to open savegame\n");
				if (_load_check_data.HasErrors()) {
					char buf[256];
					SetDParamStr(0, _load_check_data.error_data);
					GetString(buf, _load_check_data.error, lastof(buf));
					fprintf(stderr, "%s\n", buf);
				}
				goto exit_noshutdown;
			}

			WriteSavegameInfo(title);

			goto exit_noshutdown;
		}
		case 'G': scanner->generation_seed = atoi(mgo.opt); break;
		case 'c': free(_config_file); _config_file = stredup(mgo.opt); break;
		case 'x': scanner->save_config = false; break;
		case 'h':
			i = -2; // Force printing of help.
			break;
		}
		if (i == -2) break;
	}

	if (i == -2 || mgo.numleft > 0) {
		/* Either the user typed '-h', he made an error, or he added unrecognized command line arguments.
		 * In all cases, print the help, and exit.
		 *
		 * The next two functions are needed to list the graphics sets. We can't do them earlier
		 * because then we cannot show it on the debug console as that hasn't been configured yet. */
		DeterminePaths(argv[0]);
		TarScanner::DoScan(TarScanner::BASESET);
		BaseGraphics::FindSets();
		BaseSounds::FindSets();
		BaseMusic::FindSets();
		ShowHelp();

		goto exit_noshutdown;
	}

	DeterminePaths(argv[0]);
	TarScanner::DoScan(TarScanner::BASESET);

#if defined(ENABLE_NETWORK)
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
	if (_dedicated_forks && !dedicated) _dedicated_forks = false;

#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
#endif

	LoadFromConfig(true);

	if (resolution.width != 0) _cur_resolution = resolution;

	/*
	 * The width and height must be at least 1 pixel and width times
	 * height times bytes per pixel must still fit within a 32 bits
	 * integer, even for 32 bpp video modes. This way all internal
	 * drawing routines work correctly.
	 */
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);

	/* Assume the cursor starts within the game as not all video drivers
	 * get an event that the cursor is within the window when it is opened.
	 * Saying the cursor is there makes no visible difference as it would
	 * just be out of the bounds of the window. */
	_cursor.in_window = true;

	/* enumerate language files */
	InitializeLanguagePacks();

	/* Initialize the regular font for FreeType */
	InitFreeType(false);

	/* This must be done early, since functions use the SetWindowDirty* calls */
	InitWindowSystem();

	BaseGraphics::FindSets();
	if (graphics_set == NULL && BaseGraphics::ini_set != NULL) graphics_set = stredup(BaseGraphics::ini_set);
	if (!BaseGraphics::SetSet(graphics_set)) {
		if (!StrEmpty(graphics_set)) {
			BaseGraphics::SetSet(NULL);

			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_GRAPHICS_NOT_FOUND);
			msg.SetDParamStr(0, graphics_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(graphics_set);

	/* Initialize game palette */
	GfxInitPalettes();

	DEBUG(misc, 1, "Loading blitter...");
	if (blitter == NULL && _ini_blitter != NULL) blitter = stredup(_ini_blitter);
	_blitter_autodetected = StrEmpty(blitter);
	/* Activate the initial blitter.
	 * This is only some initial guess, after NewGRFs have been loaded SwitchNewGRFBlitter may switch to a different one.
	 *  - Never guess anything, if the user specified a blitter. (_blitter_autodetected)
	 *  - Use 32bpp blitter if baseset or 8bpp-support settings says so.
	 *  - Use 8bpp blitter otherwise.
	 */
	if (!_blitter_autodetected ||
			(_support8bpp != S8BPP_NONE && (BaseGraphics::GetUsedSet() == NULL || BaseGraphics::GetUsedSet()->blitter == BLT_8BPP)) ||
			BlitterFactory::SelectBlitter("32bpp-anim") == NULL) {
		if (BlitterFactory::SelectBlitter(blitter) == NULL) {
			StrEmpty(blitter) ?
				usererror("Failed to autoprobe blitter") :
				usererror("Failed to select requested blitter '%s'; does it exist?", blitter);
		}
	}
	free(blitter);

	if (videodriver == NULL && _ini_videodriver != NULL) videodriver = stredup(_ini_videodriver);
	DriverFactoryBase::SelectDriver(videodriver, Driver::DT_VIDEO);
	free(videodriver);

	InitializeSpriteSorter();

	/* Initialize the zoom level of the screen to normal */
	_screen.zoom = ZOOM_LVL_NORMAL;

	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(&not_used, &port, debuglog_conn);
		if (port != NULL) rport = atoi(port);

		NetworkStartDebugLog(NetworkAddress(debuglog_conn, rport));
	}
#endif /* ENABLE_NETWORK */

	if (!HandleBootstrap()) {
		ShutdownGame();

		goto exit_bootstrap;
	}

	VideoDriver::GetInstance()->ClaimMousePointer();

	/* initialize screenshot formats */
	InitializeScreenshotFormats();

	BaseSounds::FindSets();
	if (sounds_set == NULL && BaseSounds::ini_set != NULL) sounds_set = stredup(BaseSounds::ini_set);
	if (!BaseSounds::SetSet(sounds_set)) {
		if (StrEmpty(sounds_set) || !BaseSounds::SetSet(NULL)) {
			usererror("Failed to find a sounds set. Please acquire a sounds set for OpenTTD. See section 4.1 of README.md.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_SOUNDS_NOT_FOUND);
			msg.SetDParamStr(0, sounds_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(sounds_set);

	BaseMusic::FindSets();
	if (music_set == NULL && BaseMusic::ini_set != NULL) music_set = stredup(BaseMusic::ini_set);
	if (!BaseMusic::SetSet(music_set)) {
		if (StrEmpty(music_set) || !BaseMusic::SetSet(NULL)) {
			usererror("Failed to find a music set. Please acquire a music set for OpenTTD. See section 4.1 of README.md.");
		} else {
			ErrorMessageData msg(STR_CONFIG_ERROR, STR_CONFIG_ERROR_INVALID_BASE_MUSIC_NOT_FOUND);
			msg.SetDParamStr(0, music_set);
			ScheduleErrorMessage(msg);
		}
	}
	free(music_set);

	if (sounddriver == NULL && _ini_sounddriver != NULL) sounddriver = stredup(_ini_sounddriver);
	DriverFactoryBase::SelectDriver(sounddriver, Driver::DT_SOUND);
	free(sounddriver);

	if (musicdriver == NULL && _ini_musicdriver != NULL) musicdriver = stredup(_ini_musicdriver);
	DriverFactoryBase::SelectDriver(musicdriver, Driver::DT_MUSIC);
	free(musicdriver);

	/* Take our initial lock on whatever we might want to do! */
	_modal_progress_paint_mutex->BeginCritical();
	_modal_progress_work_mutex->BeginCritical();

	GenerateWorld(GWM_EMPTY, 64, 64); // Make the viewport initialization happy
	WaitTillGeneratedWorld();

	LoadIntroGame(false);

	CheckForMissingGlyphs();

	/* ScanNewGRFFiles now has control over the scanner. */
	ScanNewGRFFiles(scanner);
	scanner = NULL;

	VideoDriver::GetInstance()->MainLoop();

	WaitTillSaved();

	/* only save config if we have to */
	if (save_config) {
		SaveToConfig();
		SaveHotkeysToConfig();
		WindowDesc::SaveToConfig();
		SaveToHighScore();
	}

	/* Reset windowing system, stop drivers, free used memory, ... */
	ShutdownGame();
	goto exit_normal;

exit_noshutdown:
	/* These three are normally freed before bootstrap. */
	free(graphics_set);
	free(videodriver);
	free(blitter);

exit_bootstrap:
	/* These are normally freed before exit, but after bootstrap. */
	free(sounds_set);
	free(music_set);
	free(musicdriver);
	free(sounddriver);

exit_normal:
	free(BaseGraphics::ini_set);
	free(BaseSounds::ini_set);
	free(BaseMusic::ini_set);

	free(_ini_musicdriver);
	free(_ini_sounddriver);
	free(_ini_videodriver);
	free(_ini_blitter);

	delete scanner;

#ifdef ENABLE_NETWORK
	extern FILE *_log_fd;
	if (_log_fd != NULL) {
		fclose(_log_fd);
	}
#endif /* ENABLE_NETWORK */

	return ret;
}
示例#2
0
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;

	extern bool _dedicated_forks;
	_dedicated_forks = false;
#endif /* ENABLE_NETWORK */

	_game_mode = GM_MENU;
	_switch_mode = SM_MENU;
	_switch_mode_errorstr = INVALID_STRING_ID;
	_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(ENABLE_NETWORK) && 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

	TarScanner::DoScan();
	AI::Initialize();
	LoadFromConfig();
	AI::Uninitialize(true);
	CheckConfig();
	LoadFromHighScore();
	LoadHotkeysFromConfig();

	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 times bytes per pixel must still fit within a 32 bits
	 * integer, even for 32 bpp video modes. This way all internal
	 * drawing routines work correctly.
	 */
	_cur_resolution.width  = ClampU(_cur_resolution.width,  1, UINT16_MAX / 2);
	_cur_resolution.height = ClampU(_cur_resolution.height, 1, UINT16_MAX / 2);

#if defined(ENABLE_NETWORK)
	if (dedicated) DEBUG(net, 0, "Starting dedicated version %s", _openttd_revision);
	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 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(&not_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();
		SaveHotkeysToConfig();
		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;
}