Пример #1
0
/**
 * 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);
	}
}
Пример #2
0
/**
 * This code is shared for the majority of the pushbuttons.
 * Handles e.g. the pressing of a button (to build things), playing of click sound and sets certain parameters
 *
 * @param w Window which called the function
 * @param widget ID of the widget (=button) that called this function
 * @param cursor How should the cursor image change? E.g. cursor with depot image in it
 * @param mode Tile highlighting mode, e.g. drawing a rectangle or a dot on the ground
 * @return true if the button is clicked, false if it's unclicked
 */
bool HandlePlacePushButton(Window *w, int widget, CursorID cursor, HighLightStyle mode)
{
	if (w->IsWidgetDisabled(widget)) return false;

	if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
	w->SetDirty();

	if (w->IsWidgetLowered(widget)) {
		ResetObjectToPlace();
		return false;
	}

	SetObjectToPlace(cursor, PAL_NONE, mode, w->window_class, w->window_number);
	w->LowerWidget(widget);
	return true;
}
Пример #3
0
/**
 * The internal, real, generate function.
 */
static void _GenerateWorld(void *)
{
	/* Make sure everything is done via OWNER_NONE. */
	Backup<CompanyByte> _cur_company(_current_company, OWNER_NONE, FILE_LINE);

	try {
		_generating_world = true;
		_modal_progress_work_mutex->BeginCritical();
		if (_network_dedicated) DEBUG(net, 1, "Generating map, please wait...");
		/* Set the Random() seed to generation_seed so we produce the same map with the same seed */
		if (_settings_game.game_creation.generation_seed == GENERATE_NEW_SEED) _settings_game.game_creation.generation_seed = _settings_newgame.game_creation.generation_seed = InteractiveRandom();
		_random.SetSeed(_settings_game.game_creation.generation_seed);
		SetGeneratingWorldProgress(GWP_MAP_INIT, 2);
		SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

		BasePersistentStorageArray::SwitchMode(PSM_ENTER_GAMELOOP);

		IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
		/* Must start economy early because of the costs. */
		StartupEconomy();

		/* Don't generate landscape items when in the scenario editor. */
		if (_gw.mode == GWM_EMPTY) {
			SetGeneratingWorldProgress(GWP_OBJECT, 1);

			/* Make sure the tiles at the north border are void tiles if needed. */
			if (_settings_game.construction.freeform_edges) {
				for (uint row = 0; row < MapSizeY(); row++) MakeVoid(TileXY(0, row));
				for (uint col = 0; col < MapSizeX(); col++) MakeVoid(TileXY(col, 0));
			}

			/* Make the map the height of the setting */
			if (_game_mode != GM_MENU) FlatEmptyWorld(_settings_game.game_creation.se_flat_world_height);

			ConvertGroundTilesIntoWaterTiles();
			IncreaseGeneratingWorldProgress(GWP_OBJECT);
		} else {
			GenerateLandscape(_gw.mode);
			GenerateClearTile();

			/* only generate towns, tree and industries in newgame mode. */
			if (_game_mode != GM_EDITOR) {
				if (!GenerateTowns(_settings_game.economy.town_layout)) {
					_cur_company.Restore();
					HandleGeneratingWorldAbortion();
					return;
				}
				GenerateIndustries();
				GenerateObjects();
				GenerateTrees();
			}
		}

		/* These are probably pointless when inside the scenario editor. */
		SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
		StartupCompanies();
		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
		StartupEngines();
		IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
		StartupDisasters();
		_generating_world = false;

		/* No need to run the tile loop in the scenario editor. */
		if (_gw.mode != GWM_EMPTY) {
			uint i;

			SetGeneratingWorldProgress(GWP_RUNTILELOOP, 0x500);
			for (i = 0; i < 0x500; i++) {
				RunTileLoop();
				_tick_counter++;
				IncreaseGeneratingWorldProgress(GWP_RUNTILELOOP);
			}

			if (_game_mode != GM_EDITOR) {
				Game::StartNew();

				if (Game::GetInstance() != NULL) {
					SetGeneratingWorldProgress(GWP_RUNSCRIPT, 2500);
					_generating_world = true;
					for (i = 0; i < 2500; i++) {
						Game::GameLoop();
						IncreaseGeneratingWorldProgress(GWP_RUNSCRIPT);
						if (Game::GetInstance()->IsSleeping()) break;
					}
					_generating_world = false;
				}
			}
		}

		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP);

		ResetObjectToPlace();
		_cur_company.Trash();
		_current_company = _local_company = _gw.lc;

		SetGeneratingWorldProgress(GWP_GAME_START, 1);
		/* Call any callback */
		if (_gw.proc != NULL) _gw.proc();
		IncreaseGeneratingWorldProgress(GWP_GAME_START);

		CleanupGeneration();
		_modal_progress_work_mutex->EndCritical();

		ShowNewGRFError();

		if (_network_dedicated) DEBUG(net, 1, "Map generated, starting game");
		DEBUG(desync, 1, "new_map: %08x", _settings_game.game_creation.generation_seed);

		if (_debug_desync_level > 0) {
			char name[MAX_PATH];
			seprintf(name, lastof(name), "dmp_cmds_%08x_%08x.sav", _settings_game.game_creation.generation_seed, _date);
			SaveOrLoad(name, SLO_SAVE, DFT_GAME_FILE, AUTOSAVE_DIR, false);
		}
	} catch (...) {
		BasePersistentStorageArray::SwitchMode(PSM_LEAVE_GAMELOOP, true);
		if (_cur_company.IsValid()) _cur_company.Restore();
		_generating_world = false;
		_modal_progress_work_mutex->EndCritical();
		throw;
	}
}
Пример #4
0
    SaveLoadWindow(const WindowDesc *desc, SaveLoadDialogMode mode) : QueryStringBaseWindow(64)
    {
        static const StringID saveload_captions[] = {
            STR_SAVELOAD_LOAD_CAPTION,
            STR_SAVELOAD_LOAD_SCENARIO,
            STR_SAVELOAD_SAVE_CAPTION,
            STR_SAVELOAD_SAVE_SCENARIO,
            STR_SAVELOAD_LOAD_HEIGHTMAP,
        };
        assert((uint)mode < lengthof(saveload_captions));

        /* Use an array to define what will be the current file type being handled
         * by current file mode */
        switch (mode) {
        case SLD_SAVE_GAME:
            this->GenerateFileName();
            break;
        case SLD_SAVE_SCENARIO:
            strecpy(this->edit_str_buf, "UNNAMED", &this->edit_str_buf[edit_str_size - 1]);
            break;
        default:
            break;
        }

        this->afilter = CS_ALPHANUMERAL;
        InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size, 240);

        this->CreateNestedTree(desc);
        if (mode == SLD_LOAD_GAME) this->GetWidget<NWidgetStacked>(SLWW_CONTENT_DOWNLOAD_SEL)->SetDisplayedPlane(SZSP_HORIZONTAL);
        this->GetWidget<NWidgetCore>(SLWW_WINDOWTITLE)->widget_data = saveload_captions[mode];

        this->FinishInitNested(desc, 0);

        this->LowerWidget(SLWW_DRIVES_DIRECTORIES_LIST);

        /* pause is only used in single-player, non-editor mode, non-menu mode. It
         * will be unpaused in the WE_DESTROY event handler. */
        if (_game_mode != GM_MENU && !_networking && _game_mode != GM_EDITOR) {
            DoCommandP(0, PM_PAUSED_SAVELOAD, 1, CMD_PAUSE);
        }
        SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

        this->OnInvalidateData(0);

        ResetObjectToPlace();

        o_dir.type = FIOS_TYPE_DIRECT;
        switch (_saveload_mode) {
        case SLD_SAVE_GAME:
        case SLD_LOAD_GAME:
            FioGetDirectory(o_dir.name, lengthof(o_dir.name), SAVE_DIR);
            break;

        case SLD_SAVE_SCENARIO:
        case SLD_LOAD_SCENARIO:
            FioGetDirectory(o_dir.name, lengthof(o_dir.name), SCENARIO_DIR);
            break;

        case SLD_LOAD_HEIGHTMAP:
            FioGetDirectory(o_dir.name, lengthof(o_dir.name), HEIGHTMAP_DIR);
            break;

        default:
            strecpy(o_dir.name, _personal_dir, lastof(o_dir.name));
        }

        /* Focus the edit box by default in the save windows */
        if (_saveload_mode == SLD_SAVE_GAME || _saveload_mode == SLD_SAVE_SCENARIO) {
            this->SetFocusedWidget(SLWW_SAVE_OSK_TITLE);
        }
    }
Пример #5
0
	SaveLoadWindow(WindowDesc *desc, AbstractFileType abstract_filetype, SaveLoadOperation fop)
			: Window(desc), filename_editbox(64), abstract_filetype(abstract_filetype), fop(fop), filter_editbox(EDITBOX_MAX_SIZE)
	{
		assert(this->fop == SLO_SAVE || this->fop == SLO_LOAD);

		/* For saving, construct an initial file name. */
		if (this->fop == SLO_SAVE) {
			switch (this->abstract_filetype) {
				case FT_SAVEGAME:
					this->GenerateFileName();
					break;

				case FT_SCENARIO:
				case FT_HEIGHTMAP:
					this->filename_editbox.text.Assign("UNNAMED");
					break;

				default:
					NOT_REACHED();
			}
		}
		this->querystrings[WID_SL_SAVE_OSK_TITLE] = &this->filename_editbox;
		this->filename_editbox.ok_button = WID_SL_SAVE_GAME;

		this->CreateNestedTree(true);
		if (this->fop == SLO_LOAD && this->abstract_filetype == FT_SAVEGAME) {
			this->GetWidget<NWidgetStacked>(WID_SL_CONTENT_DOWNLOAD_SEL)->SetDisplayedPlane(SZSP_HORIZONTAL);
		}

		/* Select caption string of the window. */
		StringID caption_string;
		switch (this->abstract_filetype) {
			case FT_SAVEGAME:
				caption_string = (this->fop == SLO_SAVE) ? STR_SAVELOAD_SAVE_CAPTION : STR_SAVELOAD_LOAD_CAPTION;
				break;

			case FT_SCENARIO:
				caption_string = (this->fop == SLO_SAVE) ? STR_SAVELOAD_SAVE_SCENARIO : STR_SAVELOAD_LOAD_SCENARIO;
				break;

			case FT_HEIGHTMAP:
				caption_string = (this->fop == SLO_SAVE) ? STR_SAVELOAD_SAVE_HEIGHTMAP : STR_SAVELOAD_LOAD_HEIGHTMAP;
				break;

			default:
				NOT_REACHED();
		}
		this->GetWidget<NWidgetCore>(WID_SL_CAPTION)->widget_data = caption_string;

		this->vscroll = this->GetScrollbar(WID_SL_SCROLLBAR);
		this->FinishInitNested(0);

		this->LowerWidget(WID_SL_DRIVES_DIRECTORIES_LIST);
		this->querystrings[WID_SL_FILTER] = &this->filter_editbox;
		this->filter_editbox.cancel_button = QueryString::ACTION_CLEAR;

		/* pause is only used in single-player, non-editor mode, non-menu mode. It
		 * will be unpaused in the WE_DESTROY event handler. */
		if (_game_mode != GM_MENU && !_networking && _game_mode != GM_EDITOR) {
			DoCommandP(0, PM_PAUSED_SAVELOAD, 1, CMD_PAUSE);
		}
		SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);

		this->OnInvalidateData(SLIWD_RESCAN_FILES);

		ResetObjectToPlace();

		/* Select the initial directory. */
		o_dir.type = FIOS_TYPE_DIRECT;
		switch (this->abstract_filetype) {
			case FT_SAVEGAME:
				FioGetDirectory(o_dir.name, lastof(o_dir.name), SAVE_DIR);
				break;

			case FT_SCENARIO:
				FioGetDirectory(o_dir.name, lastof(o_dir.name), SCENARIO_DIR);
				break;

			case FT_HEIGHTMAP:
				FioGetDirectory(o_dir.name, lastof(o_dir.name), HEIGHTMAP_DIR);
				break;

			default:
				strecpy(o_dir.name, _personal_dir, lastof(o_dir.name));
		}

		switch (this->fop) {
			case SLO_SAVE:
				/* Focus the edit box by default in the save window */
				this->SetFocusedWidget(WID_SL_SAVE_OSK_TITLE);
				break;

			default:
				this->SetFocusedWidget(WID_SL_FILTER);
		}
	}