/** * Load the introduction game. * @param load_newgrfs Whether to load the NewGRFs or not. */ static void LoadIntroGame(bool load_newgrfs = true) { _game_mode = GM_MENU; if (load_newgrfs) ResetGRFConfig(false); /* Setup main window */ ResetWindowSystem(); SetupColoursAndInitialWindow(); /* Load the default opening screen savegame */ if (SaveOrLoad("opntitle.dat", SLO_LOAD, DFT_GAME_FILE, BASESET_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; CheckForMissingGlyphs(); MusicLoop(); // ensure music is correct }
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; CheckForMissingSprites(); CheckForMissingGlyphsInLoadedLanguagePack(); /* Play main theme */ if (_music_driver->IsSongPlaying()) ResetMusic(); }
/** * 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); } }
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_GAME) { /* If the network is active, make it not-active */ if (_networking) { if (_network_server && (new_mode == SM_LOAD_GAME || 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 quitting game */ if (new_mode != SM_SAVE_GAME) 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) { seprintf(_network_game_info.map_name, lastof(_network_game_info.map_name), "Random Map"); } #endif /* ENABLE_NETWORK */ MakeNewGame(false, new_mode == SM_NEWGAME); break; case SM_LOAD_GAME: { // Load game, Play Scenario ResetGRFConfig(true); ResetWindowSystem(); if (!SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, GM_NORMAL, NO_DIRECTORY)) { SetDParamStr(0, GetSaveLoadErrorString()); ShowErrorMessage(STR_JUST_RAW_STRING, INVALID_STRING_ID, WL_ERROR); } else { if (_file_to_saveload.abstract_ftype == FT_SCENARIO) { /* Reset engine pool to simplify changing engine NewGRFs in scenario editor. */ EngineOverrideManager::ResetToCurrentNewGRFConfig(); } /* 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) { seprintf(_network_game_info.map_name, lastof(_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) { seprintf(_network_game_info.map_name, lastof(_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 (SafeLoad(_file_to_saveload.name, _file_to_saveload.file_op, _file_to_saveload.detail_ftype, 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 = stredup(BaseSounds::GetUsedSet()->name); } break; case SM_SAVE_GAME: // Save game. /* Make network saved games on pause compatible to singleplayer */ if (SaveOrLoad(_file_to_saveload.name, SLO_SAVE, DFT_GAME_FILE, 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_SAVE_HEIGHTMAP: // Save heightmap. MakeHeightmapScreenshot(_file_to_saveload.name); 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(); } }