/** * Generate a world. * @param mode The mode of world generation (see GenWorldMode). * @param size_x The X-size of the map. * @param size_y The Y-size of the map. * @param reset_settings Whether to reset the game configuration (used for restart) */ void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings) { if (HasModalProgress()) return; _gw.mode = mode; _gw.size_x = size_x; _gw.size_y = size_y; SetModalProgress(true); _gw.abort = false; _gw.abortp = NULL; _gw.lc = _local_company; _gw.quit_thread = false; _gw.threaded = true; /* This disables some commands and stuff */ SetLocalCompany(COMPANY_SPECTATOR); InitializeGame(_gw.size_x, _gw.size_y, true, reset_settings); PrepareGenerateWorldProgress(); /* Load the right landscape stuff, and the NewGRFs! */ GfxLoadSprites(); LoadStringWidthTable(); /* Re-init the windowing system */ ResetWindowSystem(); /* Create toolbars */ SetupColoursAndInitialWindow(); SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); if (_gw.thread != NULL) { _gw.thread->Join(); delete _gw.thread; _gw.thread = NULL; } if (!VideoDriver::GetInstance()->HasGUI() || !ThreadObject::New(&_GenerateWorld, NULL, &_gw.thread, "ottd:genworld")) { DEBUG(misc, 1, "Cannot create genworld thread, reverting to single-threaded mode"); _gw.threaded = false; _modal_progress_work_mutex->EndCritical(); _GenerateWorld(NULL); _modal_progress_work_mutex->BeginCritical(); return; } UnshowCriticalError(); /* Remove any open window */ DeleteAllNonVitalWindows(); /* Hide vital windows, because we don't allow to use them */ HideVitalWindows(); /* Don't show the dialog if we don't have a thread */ ShowGenerateWorldProgress(); /* Centre the view on the map */ if (FindWindowById(WC_MAIN_WINDOW, 0) != NULL) { ScrollMainWindowToTile(TileXY(MapSizeX() / 2, MapSizeY() / 2), true); } }
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; }