/** * Place trafficlights on a tile or returns an error. * @param tile This tile. */ static void PlaceRoad_TrafficLights(TileIndex tile, Window *w) { if (_remove_button_clicked) { DoCommandP(tile, 0, 0, CMD_REMOVE_TRAFFICLIGHTS | CMD_MSG(STR_ERROR_CAN_T_REMOVE_TRAFFIC_LIGHTS_FROM), CcPlaySound1D); } else { if (!_settings_game.construction.traffic_lights) { DoCommandP(tile, 0, 0, CMD_BUILD_TRAFFICLIGHTS | CMD_MSG(STR_ERROR_BUILDING_TRAFFIC_LIGHTS_DISABLED), CcPlaySound1D); } else{ DoCommandP(tile, 0, 0, CMD_BUILD_TRAFFICLIGHTS | CMD_MSG(STR_ERROR_CAN_T_PLACE_TRAFFIC_LIGHTS), CcPlaySound1D); } } }
virtual void OnClick(Point pt, int widget) { /* Check which button is clicked */ if (IsInsideMM(widget, AID_WIDGET_COMPANY_BUTTON_START, AID_WIDGET_COMPANY_BUTTON_END + 1)) { /* Is it no on disable? */ if (!this->IsWidgetDisabled(widget)) { ChangeToAI((CompanyID)(widget - AID_WIDGET_COMPANY_BUTTON_START)); } } if (widget == AID_WIDGET_RELOAD_TOGGLE && !this->IsWidgetDisabled(widget)) { /* First kill the company of the AI, then start a new one. This should start the current AI again */ DoCommandP(0, 2, ai_debug_company, CMD_COMPANY_CTRL); DoCommandP(0, 1, ai_debug_company, CMD_COMPANY_CTRL); } }
virtual void OnPlaceObject(Point pt, TileIndex tile) { switch (this->last_clicked_widget) { case WID_DT_CANAL: // Build canal button VpStartPlaceSizing(tile, (_game_mode == GM_EDITOR) ? VPM_X_AND_Y : VPM_X_OR_Y, DDSP_CREATE_WATER); break; case WID_DT_LOCK: // Build lock button DoCommandP(tile, 0, 0, CMD_BUILD_LOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_LOCKS), CcBuildDocks); break; case WID_DT_DEMOLISH: // Demolish aka dynamite button PlaceProc_DemolishArea(tile); break; case WID_DT_DEPOT: // Build depot button DoCommandP(tile, _ship_depot_direction, 0, CMD_BUILD_SHIP_DEPOT | CMD_MSG(STR_ERROR_CAN_T_BUILD_SHIP_DEPOT), CcBuildDocks); break; case WID_DT_STATION: { // Build station button uint32 p2 = (uint32)INVALID_STATION << 16; // no station to join /* tile is always the land tile, so need to evaluate _thd.pos */ CommandContainer cmdcont = { tile, _ctrl_pressed, p2, CMD_BUILD_DOCK | CMD_MSG(STR_ERROR_CAN_T_BUILD_DOCK_HERE), CcBuildDocks, "" }; /* Determine the watery part of the dock. */ DiagDirection dir = GetInclinedSlopeDirection(GetTileSlope(tile)); TileIndex tile_to = (dir != INVALID_DIAGDIR ? TileAddByDiagDir(tile, ReverseDiagDir(dir)) : tile); ShowSelectStationIfNeeded(cmdcont, TileArea(tile, tile_to)); break; } case WID_DT_BUOY: // Build buoy button DoCommandP(tile, 0, 0, CMD_BUILD_BUOY | CMD_MSG(STR_ERROR_CAN_T_POSITION_BUOY_HERE), CcBuildDocks); break; case WID_DT_RIVER: // Build river button (in scenario editor) VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_CREATE_RIVER); break; case WID_DT_BUILD_AQUEDUCT: // Build aqueduct button DoCommandP(tile, GetOtherAqueductEnd(tile), TRANSPORT_WATER << 15, CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE), CcBuildBridge); break; default: NOT_REACHED(); } }
virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) { if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) { DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE)); } }
EndGameWindow(const WindowDesc *desc) : EndGameHighScoreBaseWindow(desc) { /* Pause in single-player to have a look at the highscore at your own leisure */ if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); this->background_img = SPR_TYCOON_IMG1_BEGIN; if (_local_company != COMPANY_SPECTATOR) { const Company *c = Company::Get(_local_company); if (c->old_economy[0].performance_history == SCORE_MAX) { this->background_img = SPR_TYCOON_IMG2_BEGIN; } } /* In a network game show the endscores of the custom difficulty 'network' which is the last one * as well as generate a TOP5 of that game, and not an all-time top5. */ if (_networking) { this->window_number = lengthof(_highscore_table) - 1; this->rank = SaveHighScoreValueNetwork(); } else { /* in single player _local company is always valid */ const Company *c = Company::Get(_local_company); this->window_number = _settings_game.difficulty.diff_level; this->rank = SaveHighScoreValue(c); } MarkWholeScreenDirty(); }
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(_local_company, _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(); }
/** * Execute all commands on the local command queue that ought to be executed this frame. */ void NetworkExecuteLocalCommandQueue() { assert(IsLocalCompany()); CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue); CommandPacket *cp; while ((cp = queue.Peek()) != NULL) { /* The queue is always in order, which means * that the first element will be executed first. */ if (_frame_counter < cp->frame) break; if (_frame_counter > cp->frame) { /* If we reach here, it means for whatever reason, we've already executed * past the command we need to execute. */ error("[net] Trying to execute a packet in the past!"); } /* We can execute this command */ _current_company = cp->company; cp->cmd |= CMD_NETWORK_COMMAND; DoCommandP(cp, cp->my_cmd); queue.Pop(); free(cp); } /* Local company may have changed, so we should not restore the old value */ _current_company = _local_company; }
virtual ~SaveLoadWindow() { /* pause is only used in single-player, non-editor mode, non menu mode */ if (!_networking && _game_mode != GM_EDITOR && _game_mode != GM_MENU) { DoCommandP(0, PM_PAUSED_SAVELOAD, 0, CMD_PAUSE); } }
virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) { if (pt.x != -1) { switch (select_proc) { case DDSP_DEMOLISH_AREA: GUIPlaceProcDragXY(select_proc, start_tile, end_tile); break; case DDSP_CREATE_WATER: DoCommandP(end_tile, start_tile, (_game_mode == GM_EDITOR && _ctrl_pressed) ? WATER_CLASS_SEA : WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS), CcBuildCanal); break; case DDSP_CREATE_RIVER: DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcBuildCanal); break; default: break; } } }
void BuildBridge(uint8 i) { switch ((TransportType)(this->type >> 15)) { case TRANSPORT_RAIL: _last_railbridge_type = this->bridges->Get(i)->index; break; case TRANSPORT_ROAD: _last_roadbridge_type = this->bridges->Get(i)->index; break; default: break; } DoCommandP(this->end_tile, this->start_tile, this->type | this->bridges->Get(i)->index, CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE), CcBuildBridge); }
/** * If required, connects a new structure to an existing road or tram by building the missing roadbit. * @param tile Tile containing the structure to connect. * @param direction Direction to check. */ void ConnectRoadToStructure(TileIndex tile, DiagDirection direction) { tile += TileOffsByDiagDir(direction); /* if there is a roadpiece just outside of the station entrance, build a connecting route */ if (IsNormalRoadTile(tile)) { if (GetRoadBits(tile, _cur_roadtype) != ROAD_NONE) { DoCommandP(tile, _cur_roadtype << 4 | DiagDirToRoadBits(ReverseDiagDir(direction)), 0, CMD_BUILD_ROAD); } } }
/** Scenario editor command that generates desert areas */ static void GenerateDesertArea(TileIndex end, TileIndex start) { if (_game_mode != GM_EDITOR) return; _generating_world = true; TileArea ta(start, end); TILE_AREA_LOOP(tile, ta) { SetTropicZone(tile, (_ctrl_pressed) ? TROPICZONE_NORMAL : TROPICZONE_DESERT); DoCommandP(tile, 0, 0, CMD_LANDSCAPE_CLEAR); MarkTileDirtyByTile(tile); }
virtual void OnClick(Point pt, int widget, int click_count) { /* Check which button is clicked */ if (IsInsideMM(widget, AID_WIDGET_COMPANY_BUTTON_START, AID_WIDGET_COMPANY_BUTTON_END + 1)) { /* Is it no on disable? */ if (!this->IsWidgetDisabled(widget)) { ChangeToAI((CompanyID)(widget - AID_WIDGET_COMPANY_BUTTON_START)); } } switch (widget) { case AID_WIDGET_RELOAD_TOGGLE: /* First kill the company of the AI, then start a new one. This should start the current AI again */ DoCommandP(0, 2 | ai_debug_company << 16, 0, CMD_COMPANY_CTRL); DoCommandP(0, 1 | ai_debug_company << 16, 0, CMD_COMPANY_CTRL); break; case AID_WIDGET_SETTINGS: ShowAISettingsWindow(ai_debug_company); break; case AID_WIDGET_BREAK_STR_ON_OFF_BTN: this->break_check_enabled = !this->break_check_enabled; this->SetWidgetLoweredState(AID_WIDGET_BREAK_STR_ON_OFF_BTN, this->break_check_enabled); this->SetWidgetDirty(AID_WIDGET_BREAK_STR_ON_OFF_BTN); break; case AID_WIDGET_MATCH_CASE_BTN: this->case_sensitive_break_check = !this->case_sensitive_break_check; this->SetWidgetLoweredState(AID_WIDGET_MATCH_CASE_BTN, this->case_sensitive_break_check); break; case AID_WIDGET_CONTINUE_BTN: /* Unpause */ DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); this->DisableWidget(AID_WIDGET_CONTINUE_BTN); this->RaiseWidget(AID_WIDGET_CONTINUE_BTN); // Disabled widgets don't raise themself break; } }
HighScoreWindow(const WindowDesc *desc, int difficulty, int8 ranking) : EndGameHighScoreBaseWindow(desc) { /* pause game to show the chart */ if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); /* Close all always on-top windows to get a clean screen */ if (_game_mode != GM_MENU) HideVitalWindows(); MarkWholeScreenDirty(); this->window_number = difficulty; // show highscore chart for difficulty... this->background_img = SPR_HIGHSCORE_CHART_BEGIN; // which background to show this->rank = ranking; }
virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) { if (pt.x != -1) { switch (select_proc) { case DDSP_BUILD_BRIDGE: if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace(); DoCommandP(end_tile, start_tile, TRANSPORT_WATER << 15, CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_AQUEDUCT_HERE), CcBuildBridge); case DDSP_DEMOLISH_AREA: GUIPlaceProcDragXY(select_proc, start_tile, end_tile); break; case DDSP_CREATE_WATER: DoCommandP(end_tile, start_tile, (_game_mode == GM_EDITOR && _ctrl_pressed) ? WATER_CLASS_SEA : WATER_CLASS_CANAL, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_BUILD_CANALS), CcBuildCanal); break; case DDSP_CREATE_RIVER: DoCommandP(end_tile, start_tile, WATER_CLASS_RIVER, CMD_BUILD_CANAL | CMD_MSG(STR_ERROR_CAN_T_PLACE_RIVERS), CcBuildCanal); break; default: break; } } }
virtual void OnQueryTextFinished(char *str) { if (str == NULL) return; const Vehicle *v = this->vehicle; uint32 p1 = PackTimetableArgs(v, this->sel_index); uint64 time = StrEmpty(str) ? 0 : strtoul(str, NULL, 10); if (!_settings_client.gui.timetable_in_ticks) time *= DAY_TICKS; uint32 p2 = minu(time, UINT16_MAX); DoCommandP(0, p1, p2, CMD_CHANGE_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); }
static void TrainDepotMoveVehicle(const Vehicle *wagon, VehicleID sel, const Vehicle *head) { const Vehicle *v = Vehicle::Get(sel); if (v == wagon) return; if (wagon == NULL) { if (head != NULL) wagon = head->Last(); } else { wagon = wagon->Previous(); if (wagon == NULL) return; } if (wagon == v) return; DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_ERROR_CAN_T_MOVE_VEHICLE)); }
virtual void OnQueryTextFinished(char *str) { if (str == NULL) return; const Vehicle *v = this->vehicle; uint32 p1 = PackTimetableArgs(v, this->sel_index, this->query_is_speed_query); uint64 val = StrEmpty(str) ? 0 : strtoul(str, NULL, 10); if (this->query_is_speed_query) { val = ConvertDisplaySpeedToKmhishSpeed(val); } else { if (!_settings_client.gui.timetable_in_ticks) val *= DAY_TICKS; } uint32 p2 = minu(val, UINT16_MAX); DoCommandP(0, p1, p2, CMD_CHANGE_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); }
void HandleOnEditText(const char *str) { switch (_rename_what) { case 3: { // Give money, you can only give money in excess of loan const Company *c = Company::GetIfValid(_local_company); if (c == nullptr) break; Money money = min(c->money - c->current_loan, (Money)(atoi(str) / _currency->rate)); uint32 money_c = Clamp(ClampToI32(money), 0, 20000000); // Clamp between 20 million and 0 /* Give 'id' the money, and subtract it from ourself */ DoCommandP(0, money_c, _rename_id, CMD_GIVE_MONEY | CMD_MSG(STR_ERROR_INSUFFICIENT_FUNDS), CcGiveMoney, str); break; } default: NOT_REACHED(); } _rename_id = _rename_what = -1; }
/** * Some data on this window has become invalid. * @param data Information about the changed data. * @param gui_scope Whether the call is done from GUI scope. You may not do everything when not in GUI scope. See #InvalidateWindowData() for details. */ virtual void OnInvalidateData(int data = 0, bool gui_scope = true) { if (data == -1 || ai_debug_company == data) this->SetDirty(); if (gui_scope && data == -2) { /* The continue button should be disabled when the game is unpaused and * it was previously paused by the break string ( = a line in the log * was highlighted )*/ if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && this->highlight_row != -1) { this->DisableWidget(AID_WIDGET_CONTINUE_BTN); this->SetWidgetDirty(AID_WIDGET_CONTINUE_BTN); this->SetWidgetDirty(AID_WIDGET_LOG_PANEL); this->highlight_row = -1; } } /* If the log message is related to the active company tab, check the break string. * This needs to be done in gameloop-scope, so the AI is suspended immediately. */ if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !StrEmpty(this->edit_str_buf)) { /* Get the log instance of the active company */ Backup<CompanyByte> cur_company(_current_company, ai_debug_company, FILE_LINE); AILog::LogData *log = (AILog::LogData *)AIObject::GetLogPointer(); if (log != NULL && case_sensitive_break_check? strstr(log->lines[log->pos], this->edit_str_buf) != 0 : strcasestr(log->lines[log->pos], this->edit_str_buf) != 0) { AI::Suspend(ai_debug_company); if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED) { DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE); } /* Make it possible to click on the continue button */ this->EnableWidget(AID_WIDGET_CONTINUE_BTN); this->SetWidgetDirty(AID_WIDGET_CONTINUE_BTN); /* Highlight row that matched */ this->highlight_row = log->pos; } cur_company.Restore(); } }
/** Start a new competitor company if possible. */ static void MaybeStartNewCompany() { #ifdef ENABLE_NETWORK if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return; #endif /* ENABLE_NETWORK */ Company *c; /* count number of competitors */ uint n = 0; FOR_ALL_COMPANIES(c) { if (c->is_ai) n++; } if (n < (uint)_settings_game.difficulty.max_no_competitors) { /* Send a command to all clients to start up a new AI. * Works fine for Multiplayer and Singleplayer */ DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); } }
/** * Callback for building wagons. * @param result The result of the command. * @param tile The tile the command was executed on. * @param p1 Additional data for the command (for the #CommandProc) * @param p2 Additional data for the command (for the #CommandProc) */ void CcBuildWagon(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2) { if (result.Failed()) return; /* find a locomotive in the depot. */ const Vehicle *found = NULL; const Train *t; FOR_ALL_TRAINS(t) { if (t->IsFrontEngine() && t->tile == tile && t->IsStoppedInDepot()) { if (found != NULL) return; // must be exactly one. found = t; } } /* if we found a loco, */ if (found != NULL) { found = found->Last(); /* put the new wagon at the end of the loco. */ DoCommandP(0, _new_vehicle_id, found->index, CMD_MOVE_RAIL_VEHICLE); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } }
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (!success) return; /* find a locomotive in the depot. */ const Vehicle *found = NULL; const Train *t; FOR_ALL_TRAINS(t) { if (t->IsFrontEngine() && t->tile == tile && t->track == TRACK_BIT_DEPOT) { if (found != NULL) return; // must be exactly one. found = t; } } /* if we found a loco, */ if (found != NULL) { found = found->Last(); /* put the new wagon at the end of the loco. */ DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, CMD_MOVE_RAIL_VEHICLE); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); } }
virtual void OnClick(Point pt, int widget, int click_count) { const Vehicle *v = this->vehicle; switch (widget) { case WID_VT_ORDER_VIEW: // Order view button ShowOrdersWindow(v); break; case WID_VT_TIMETABLE_PANEL: { // Main panel. int selected = GetOrderFromTimetableWndPt(pt.y, v); this->DeleteChildWindows(); this->sel_index = (selected == INVALID_ORDER || selected == this->sel_index) ? -1 : selected; break; } case WID_VT_START_DATE: // Change the date that the timetable starts. ShowSetDateWindow(this, v->index, _date, _cur_year, _cur_year + 15, ChangeTimetableStartCallback); break; case WID_VT_CHANGE_TIME: { // "Wait For" button. int selected = this->sel_index; VehicleOrderID real = (selected + 1) / 2; if (real >= v->GetNumOrders()) real = 0; const Order *order = v->GetOrder(real); StringID current = STR_EMPTY; if (order != NULL) { uint time = (selected % 2 == 1) ? order->travel_time : order->wait_time; if (!_settings_client.gui.timetable_in_ticks) time /= DAY_TICKS; if (time != 0) { SetDParam(0, time); current = STR_JUST_INT; } } this->query_is_speed_query = false; ShowQueryString(current, STR_TIMETABLE_CHANGE_TIME, 31, this, CS_NUMERAL, QSF_NONE); break; } case WID_VT_CHANGE_SPEED: { // Change max speed button. int selected = this->sel_index; VehicleOrderID real = (selected + 1) / 2; if (real >= v->GetNumOrders()) real = 0; StringID current = STR_EMPTY; const Order *order = v->GetOrder(real); if (order != NULL) { if (order->max_speed != UINT16_MAX) { SetDParam(0, ConvertKmhishSpeedToDisplaySpeed(order->max_speed)); current = STR_JUST_INT; } } this->query_is_speed_query = true; ShowQueryString(current, STR_TIMETABLE_CHANGE_SPEED, 31, this, CS_NUMERAL, QSF_NONE); break; } case WID_VT_CLEAR_TIME: { // Clear waiting time. uint32 p1 = PackTimetableArgs(v, this->sel_index, false); DoCommandP(0, p1, 0, CMD_CHANGE_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); break; } case WID_VT_CLEAR_SPEED: { // Clear max speed button. uint32 p1 = PackTimetableArgs(v, this->sel_index, true); DoCommandP(0, p1, UINT16_MAX, CMD_CHANGE_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); break; } case WID_VT_RESET_LATENESS: // Reset the vehicle's late counter. DoCommandP(0, v->index, 0, CMD_SET_VEHICLE_ON_TIME | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); break; case WID_VT_AUTOFILL: { // Autofill the timetable. uint32 p2 = 0; if (!HasBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE)) SetBit(p2, 0); if (_ctrl_pressed) SetBit(p2, 1); DoCommandP(0, v->index, p2, CMD_AUTOFILL_TIMETABLE | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); break; } case WID_VT_EXPECTED: this->show_expected = !this->show_expected; break; case WID_VT_SHARED_ORDER_LIST: ShowVehicleListWindow(v); break; } this->SetDirty(); }
/** * Callback for when a time has been chosen to start the time table * @param window the window related to the setting of the date * @param date the actually chosen date */ static void ChangeTimetableStartCallback(const Window *w, Date date) { DoCommandP(0, w->window_number, date, CMD_SET_TIMETABLE_START | CMD_MSG(STR_ERROR_CAN_T_TIMETABLE_VEHICLE)); }
~HighScoreWindow() { if (_game_mode != GM_MENU) ShowVitalWindows(); if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause }
virtual EventState OnHotkey(int hotkey) { if (hotkey == GHK_QUIT) { HandleExitGameRequest(); return ES_HANDLED; } /* Disable all key shortcuts, except quit shortcuts when * generating the world, otherwise they create threading * problem during the generating, resulting in random * assertions that are hard to trigger and debug */ if (HasModalProgress()) return ES_NOT_HANDLED; switch (hotkey) { case GHK_ABANDON: /* No point returning from the main menu to itself */ if (_game_mode == GM_MENU) return ES_HANDLED; if (_settings_client.gui.autosave_on_exit) { DoExitSave(); _switch_mode = SM_MENU; } else { AskExitToGameMenu(); } return ES_HANDLED; case GHK_CONSOLE: IConsoleSwitch(); return ES_HANDLED; case GHK_BOUNDING_BOXES: ToggleBoundingBoxes(); return ES_HANDLED; case GHK_DIRTY_BLOCKS: ToggleDirtyBlocks(); return ES_HANDLED; } if (_game_mode == GM_MENU) return ES_NOT_HANDLED; switch (hotkey) { case GHK_CENTER: case GHK_CENTER_ZOOM: { Point pt = GetTileBelowCursor(); if (pt.x != -1) { bool instant = (hotkey == GHK_CENTER_ZOOM && this->viewport->zoom != _settings_client.gui.zoom_min); if (hotkey == GHK_CENTER_ZOOM) MaxZoomInOut(ZOOM_IN, this); ScrollMainWindowTo(pt.x, pt.y, -1, instant); } break; } case GHK_RESET_OBJECT_TO_PLACE: ResetObjectToPlace(); ToolbarSelectLastTool(); break; case GHK_DELETE_WINDOWS: DeleteNonVitalWindows(); break; case GHK_DELETE_NONVITAL_WINDOWS: DeleteAllNonVitalWindows(); break; case GHK_REFRESH_SCREEN: MarkWholeScreenDirty(); break; case GHK_CRASH: // Crash the game *(volatile byte *)0 = 0; break; case GHK_MONEY: // Gimme money /* You can only cheat for money in single player. */ if (!_networking) DoCommandP(0, 10000000, 0, CMD_MONEY_CHEAT); break; case GHK_UPDATE_COORDS: // Update the coordinates of all station signs UpdateAllVirtCoords(); break; case GHK_TOGGLE_TRANSPARENCY: case GHK_TOGGLE_TRANSPARENCY + 1: case GHK_TOGGLE_TRANSPARENCY + 2: case GHK_TOGGLE_TRANSPARENCY + 3: case GHK_TOGGLE_TRANSPARENCY + 4: case GHK_TOGGLE_TRANSPARENCY + 5: case GHK_TOGGLE_TRANSPARENCY + 6: case GHK_TOGGLE_TRANSPARENCY + 7: case GHK_TOGGLE_TRANSPARENCY + 8: /* Transparency toggle hot keys */ ToggleTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_TRANSPARENCY)); MarkWholeScreenDirty(); break; case GHK_TOGGLE_INVISIBILITY: case GHK_TOGGLE_INVISIBILITY + 1: case GHK_TOGGLE_INVISIBILITY + 2: case GHK_TOGGLE_INVISIBILITY + 3: case GHK_TOGGLE_INVISIBILITY + 4: case GHK_TOGGLE_INVISIBILITY + 5: case GHK_TOGGLE_INVISIBILITY + 6: case GHK_TOGGLE_INVISIBILITY + 7: /* Invisibility toggle hot keys */ ToggleInvisibilityWithTransparency((TransparencyOption)(hotkey - GHK_TOGGLE_INVISIBILITY)); MarkWholeScreenDirty(); break; case GHK_TRANSPARENCY_TOOLBAR: ShowTransparencyToolbar(); break; case GHK_TRANSPARANCY: ResetRestoreAllTransparency(); break; #ifdef ENABLE_NETWORK case GHK_CHAT: // smart chat; send to team if any, otherwise to all if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(NetworkClientPreferTeamChat(cio) ? DESTTYPE_TEAM : DESTTYPE_BROADCAST, cio->client_playas); } break; case GHK_CHAT_ALL: // send text message to all clients if (_networking) ShowNetworkChatQueryWindow(DESTTYPE_BROADCAST, 0); break; case GHK_CHAT_COMPANY: // send text to all team mates if (_networking) { const NetworkClientInfo *cio = NetworkClientInfo::GetByClientID(_network_own_client_id); if (cio == NULL) break; ShowNetworkChatQueryWindow(DESTTYPE_TEAM, cio->client_playas); } break; case GHK_CHAT_SERVER: // send text to the server if (_networking && !_network_server) { ShowNetworkChatQueryWindow(DESTTYPE_CLIENT, CLIENT_ID_SERVER); } break; #endif default: return ES_NOT_HANDLED; } return ES_HANDLED; }
~EndGameWindow() { if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause ShowHighscoreTable(this->window_number, this->rank); }
/** * * PlaceProc function, called when someone pressed the button if the * sign-tool is selected * @param tile on which to place the sign */ void PlaceProc_Sign(TileIndex tile) { DoCommandP(tile, 0, 0, CMD_PLACE_SIGN | CMD_MSG(STR_ERROR_CAN_T_PLACE_SIGN_HERE), CcPlaceSign); }
virtual void OnPlaceObject(Point pt, TileIndex tile) { DoCommandP(tile, ObjectClass::Get(_selected_object_class)->GetSpec(_selected_object_index)->Index(), _selected_object_view, CMD_BUILD_OBJECT | CMD_MSG(STR_ERROR_CAN_T_BUILD_OBJECT), CcTerraform); }