(svn r23607) -Add: wire GameScript in all the GUIs

This commit is contained in:
truebrain 2011-12-19 20:56:06 +00:00
parent c99950c215
commit 5718c2e2e3
6 changed files with 208 additions and 73 deletions

View File

@ -31,6 +31,10 @@
#include "ai_config.hpp"
#include "ai_info.hpp"
#include "ai_instance.hpp"
#include "../game/game.hpp"
#include "../game/game_config.hpp"
#include "../game/game_info.hpp"
#include "../game/game_instance.hpp"
#include "../widgets/ai_widget.h"
@ -38,13 +42,19 @@
#include <vector>
static ScriptConfig *GetConfig(CompanyID slot)
{
if (slot == OWNER_DEITY) return GameConfig::GetConfig();
return AIConfig::GetConfig(slot);
}
/**
* Window that let you choose an available AI.
*/
struct AIListWindow : public Window {
const ScriptInfoList *ai_info_list; ///< The list of AIs.
int selected; ///< The currently selected AI.
CompanyID slot; ///< The company we're selecting a new AI for.
const ScriptInfoList *info_list; ///< The list of Scripts.
int selected; ///< The currently selected Script.
CompanyID slot; ///< The company we're selecting a new Script for.
int line_height; ///< Height of a row in the matrix widget.
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
@ -56,20 +66,24 @@ struct AIListWindow : public Window {
AIListWindow(const WindowDesc *desc, CompanyID slot) : Window(),
slot(slot)
{
this->ai_info_list = AI::GetUniqueInfoList();
if (slot == OWNER_DEITY) {
this->info_list = Game::GetUniqueInfoList();
} else {
this->info_list = AI::GetUniqueInfoList();
}
this->CreateNestedTree(desc);
this->vscroll = this->GetScrollbar(WID_AIL_SCROLLBAR);
this->FinishInitNested(desc); // Initializes 'this->line_height' as side effect.
this->vscroll->SetCount((int)this->ai_info_list->size() + 1);
this->vscroll->SetCount((int)this->info_list->size() + 1);
/* Try if we can find the currently selected AI */
this->selected = -1;
if (AIConfig::GetConfig(slot)->HasScript()) {
AIInfo *info = AIConfig::GetConfig(slot)->GetInfo();
if (GetConfig(slot)->HasScript()) {
ScriptInfo *info = GetConfig(slot)->GetInfo();
int i = 0;
for (ScriptInfoList::const_iterator it = this->ai_info_list->begin(); it != this->ai_info_list->end(); it++, i++) {
for (ScriptInfoList::const_iterator it = this->info_list->begin(); it != this->info_list->end(); it++, i++) {
if ((*it).second == info) {
this->selected = i;
break;
@ -78,6 +92,15 @@ struct AIListWindow : public Window {
}
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case WID_AIL_CAPTION:
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_LIST_CAPTION_GAMESCRIPT : STR_AI_LIST_CAPTION_AI);
break;
}
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
if (widget == WID_AIL_LIST) {
@ -97,11 +120,11 @@ struct AIListWindow : public Window {
int y = this->GetWidget<NWidgetBase>(WID_AIL_LIST)->pos_y;
/* First AI in the list is hardcoded to random */
if (this->vscroll->IsVisible(0)) {
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_LEFT, y + WD_MATRIX_TOP, STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_BLACK);
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_LEFT, y + WD_MATRIX_TOP, this->slot == OWNER_DEITY ? STR_AI_CONFIG_NONE : STR_AI_CONFIG_RANDOM_AI, this->selected == -1 ? TC_WHITE : TC_BLACK);
y += this->line_height;
}
ScriptInfoList::const_iterator it = this->ai_info_list->begin();
for (int i = 1; it != this->ai_info_list->end(); i++, it++) {
ScriptInfoList::const_iterator it = this->info_list->begin();
for (int i = 1; it != this->info_list->end(); i++, it++) {
if (this->vscroll->IsVisible(i)) {
DrawString(r.left + WD_MATRIX_LEFT, r.right - WD_MATRIX_RIGHT, y + WD_MATRIX_TOP, (*it).second->GetName(), (this->selected == i - 1) ? TC_WHITE : TC_BLACK);
y += this->line_height;
@ -111,8 +134,8 @@ struct AIListWindow : public Window {
}
case WID_AIL_INFO_BG: {
AIInfo *selected_info = NULL;
ScriptInfoList::const_iterator it = this->ai_info_list->begin();
for (int i = 1; selected_info == NULL && it != this->ai_info_list->end(); i++, it++) {
ScriptInfoList::const_iterator it = this->info_list->begin();
for (int i = 1; selected_info == NULL && it != this->info_list->end(); i++, it++) {
if (this->selected == i - 1) selected_info = static_cast<AIInfo *>((*it).second);
}
/* Some info about the currently selected AI. */
@ -143,11 +166,11 @@ struct AIListWindow : public Window {
void ChangeAI()
{
if (this->selected == -1) {
AIConfig::GetConfig(slot)->Change(NULL);
GetConfig(slot)->Change(NULL);
} else {
ScriptInfoList::const_iterator it = this->ai_info_list->begin();
ScriptInfoList::const_iterator it = this->info_list->begin();
for (int i = 0; i < this->selected; i++) it++;
AIConfig::GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
GetConfig(slot)->Change((*it).second->GetName(), (*it).second->GetVersion());
}
SetWindowDirty(WC_GAME_OPTIONS, WN_GAME_OPTIONS_AI);
}
@ -157,7 +180,7 @@ struct AIListWindow : public Window {
switch (widget) {
case WID_AIL_LIST: { // Select one of the AIs
int sel = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_AIL_LIST, 0, this->line_height) - 1;
if (sel < (int)this->ai_info_list->size()) {
if (sel < (int)this->info_list->size()) {
this->selected = sel;
this->SetDirty();
if (click_count > 1) {
@ -201,7 +224,7 @@ struct AIListWindow : public Window {
if (!gui_scope) return;
this->vscroll->SetCount((int)this->ai_info_list->size() + 1);
this->vscroll->SetCount((int)this->info_list->size() + 1);
/* selected goes from -1 .. length of ai list - 1. */
this->selected = min(this->selected, this->vscroll->GetCount() - 2);
@ -212,7 +235,7 @@ struct AIListWindow : public Window {
static const NWidgetPart _nested_ai_list_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIL_CAPTION), SetDataTip(STR_AI_LIST_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIL_LIST), SetMinimalSize(188, 112), SetFill(1, 1), SetResize(1, 1), SetDataTip(0x501, STR_AI_LIST_TOOLTIP), SetScrollbar(WID_AIL_SCROLLBAR),
@ -252,7 +275,7 @@ static void ShowAIListWindow(CompanyID slot)
*/
struct AISettingsWindow : public Window {
CompanyID slot; ///< The currently show company's setting.
AIConfig *ai_config; ///< The configuration we're modifying.
ScriptConfig *ai_config; ///< The configuration we're modifying.
int clicked_button; ///< The button we clicked.
bool clicked_increase; ///< Whether we clicked the increase or decrease button.
int timeout; ///< Timeout for unclicking the button.
@ -272,7 +295,7 @@ struct AISettingsWindow : public Window {
clicked_button(-1),
timeout(0)
{
this->ai_config = AIConfig::GetConfig(slot);
this->ai_config = GetConfig(slot);
this->RebuildVisibleSettings();
this->CreateNestedTree(desc);
@ -284,6 +307,15 @@ struct AISettingsWindow : public Window {
this->vscroll->SetCount((int)this->visible_settings.size());
}
virtual void SetStringParameters(int widget) const
{
switch (widget) {
case WID_AIS_CAPTION:
SetDParam(0, (this->slot == OWNER_DEITY) ? STR_AI_SETTINGS_CAPTION_GAMESCRIPT : STR_AI_SETTINGS_CAPTION_AI);
break;
}
}
/**
* Rebuilds the list of visible settings. AI settings with the flag
* AICONFIG_AI_DEVELOPER set will only be visible if the game setting
@ -317,7 +349,7 @@ struct AISettingsWindow : public Window {
{
if (widget != WID_AIS_BACKGROUND) return;
AIConfig *config = this->ai_config;
ScriptConfig *config = this->ai_config;
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
int i = 0;
for (; !this->vscroll->IsVisible(i); i++) it++;
@ -332,7 +364,7 @@ struct AISettingsWindow : public Window {
for (; this->vscroll->IsVisible(i) && it != visible_settings.end(); i++, it++) {
const ScriptConfigItem &config_item = **it;
int current_value = config->GetSetting((config_item).name);
bool editable = _game_mode == GM_MENU || !Company::IsValidID(this->slot) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0;
bool editable = _game_mode == GM_MENU || ((this->slot != OWNER_DEITY) && !Company::IsValidID(this->slot)) || (config_item.flags & SCRIPTCONFIG_INGAME) != 0;
StringID str;
TextColour colour;
@ -397,7 +429,7 @@ struct AISettingsWindow : public Window {
VisibleSettingsList::const_iterator it = this->visible_settings.begin();
for (int i = 0; i < num; i++) it++;
const ScriptConfigItem config_item = **it;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (config_item.flags & SCRIPTCONFIG_INGAME) == 0) return;
bool bool_item = (config_item.flags & SCRIPTCONFIG_BOOLEAN) != 0;
@ -457,7 +489,7 @@ struct AISettingsWindow : public Window {
if (StrEmpty(str)) return;
ScriptConfigItemList::const_iterator it = this->ai_config->GetConfigList()->begin();
for (int i = 0; i < this->clicked_row; i++) it++;
if (_game_mode == GM_NORMAL && Company::IsValidID(this->slot) && (it->flags & SCRIPTCONFIG_INGAME) == 0) return;
if (_game_mode == GM_NORMAL && ((this->slot == OWNER_DEITY) || Company::IsValidID(this->slot)) && (it->flags & SCRIPTCONFIG_INGAME) == 0) return;
int32 value = atoi(str);
this->ai_config->SetSetting((*it).name, value);
this->CheckDifficultyLevel();
@ -498,7 +530,7 @@ struct AISettingsWindow : public Window {
static const NWidgetPart _nested_ai_settings_widgets[] = {
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_MAUVE),
NWidget(WWT_CAPTION, COLOUR_MAUVE), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_CAPTION, COLOUR_MAUVE, WID_AIS_CAPTION), SetDataTip(STR_AI_SETTINGS_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIS_BACKGROUND), SetMinimalSize(188, 182), SetResize(1, 1), SetFill(1, 0), SetDataTip(0x501, STR_NULL), SetScrollbar(WID_AIS_SCROLLBAR),
@ -540,28 +572,33 @@ static const NWidgetPart _nested_ai_config_widgets[] = {
EndContainer(),
NWidget(WWT_PANEL, COLOUR_MAUVE, WID_AIC_BACKGROUND),
NWidget(NWID_VERTICAL), SetPIP(4, 4, 4),
NWidget(NWID_HORIZONTAL), SetPIP(10, 0, 10),
NWidget(NWID_HORIZONTAL), SetPIP(7, 0, 7),
NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_DECREASE), SetFill(0, 1), SetDataTip(AWV_DECREASE, STR_NULL),
NWidget(WWT_PUSHARROWBTN, COLOUR_YELLOW, WID_AIC_INCREASE), SetFill(0, 1), SetDataTip(AWV_INCREASE, STR_NULL),
NWidget(NWID_SPACER), SetMinimalSize(6, 0),
NWidget(WWT_TEXT, COLOUR_MAUVE, WID_AIC_NUMBER), SetDataTip(STR_DIFFICULTY_LEVEL_SETTING_MAXIMUM_NO_COMPETITORS, STR_NULL), SetFill(1, 0), SetPadding(1, 0, 0, 0),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(10, 0, 10),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_UP), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_UP, STR_AI_CONFIG_MOVE_UP_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_MOVE_DOWN), SetResize(1, 0), SetFill(1, 0), SetDataTip(STR_AI_CONFIG_MOVE_DOWN, STR_AI_CONFIG_MOVE_DOWN_TOOLTIP),
EndContainer(),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_LIST), SetMinimalSize(288, 112), SetFill(1, 0), SetDataTip(0x801, STR_AI_CONFIG_LIST_TOOLTIP), SetScrollbar(WID_AIC_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIC_SCROLLBAR),
NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_AI, STR_NULL), SetPadding(0, 5, 0, 5),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_LIST), SetMinimalSize(288, 112), SetFill(1, 0), SetDataTip(0x801, STR_AI_CONFIG_AILIST_TOOLTIP), SetScrollbar(WID_AIC_SCROLLBAR),
NWidget(NWID_VSCROLLBAR, COLOUR_MAUVE, WID_AIC_SCROLLBAR),
EndContainer(),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 9),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(5, 0, 5),
NWidget(WWT_FRAME, COLOUR_MAUVE), SetDataTip(STR_AI_CONFIG_GAMESCRIPT, STR_NULL), SetPadding(0, 5, 4, 5),
NWidget(WWT_MATRIX, COLOUR_MAUVE, WID_AIC_GAMELIST), SetMinimalSize(288, 14), SetFill(1, 0), SetDataTip(0x101, STR_AI_CONFIG_GAMELIST_TOOLTIP),
EndContainer(),
NWidget(NWID_HORIZONTAL, NC_EQUALSIZE), SetPIP(7, 0, 7),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CHANGE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CHANGE, STR_AI_CONFIG_CHANGE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONFIGURE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_CONFIG_CONFIGURE, STR_AI_CONFIG_CONFIGURE_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CLOSE), SetFill(1, 0), SetMinimalSize(93, 12), SetDataTip(STR_AI_SETTINGS_CLOSE, STR_NULL),
EndContainer(),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 12), SetPadding(0, 5, 9, 5), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT),
NWidget(WWT_PUSHTXTBTN, COLOUR_YELLOW, WID_AIC_CONTENT_DOWNLOAD), SetFill(1, 0), SetMinimalSize(279, 12), SetPadding(0, 7, 9, 7), SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT),
EndContainer(),
};
@ -605,12 +642,28 @@ struct AIConfigWindow : public Window {
case WID_AIC_NUMBER:
SetDParam(0, GetGameSettings().difficulty.max_no_competitors);
break;
case WID_AIC_CHANGE:
switch (selected_slot) {
case OWNER_DEITY:
SetDParam(0, STR_AI_CONFIG_CHANGE_GAMESCRIPT);
break;
case INVALID_COMPANY:
SetDParam(0, STR_AI_CONFIG_CHANGE_NONE);
break;
default:
SetDParam(0, STR_AI_CONFIG_CHANGE_AI);
break;
}
break;
}
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
switch (widget) {
case WID_AIC_GAMELIST:
case WID_AIC_LIST:
this->line_height = FONT_HEIGHT_NORMAL + WD_MATRIX_TOP + WD_MATRIX_BOTTOM;
size->height = GB(this->GetWidget<NWidgetCore>(widget)->widget_data, MAT_ROW_START, MAT_ROW_BITS) * this->line_height;
@ -625,6 +678,8 @@ struct AIConfigWindow : public Window {
*/
static bool IsEditable(CompanyID slot)
{
if (slot == OWNER_DEITY) return _game_mode != GM_NORMAL;
if (_game_mode != GM_NORMAL) {
return slot > 0 && slot <= GetGameSettings().difficulty.max_no_competitors;
}
@ -640,6 +695,20 @@ struct AIConfigWindow : public Window {
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
case WID_AIC_GAMELIST: {
StringID text = STR_AI_CONFIG_NONE;
if (GameConfig::GetConfig()->GetInfo() != NULL) {
SetDParamStr(0, GameConfig::GetConfig()->GetInfo()->GetName());
text = STR_JUST_RAW_STRING;
}
DrawString(r.left + 10, r.right - 10, r.top + WD_MATRIX_TOP, text,
(this->selected_slot == OWNER_DEITY) ? TC_WHITE : (IsEditable(OWNER_DEITY) ? TC_ORANGE : TC_SILVER));
break;
}
case WID_AIC_LIST: {
int y = r.top;
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < MAX_COMPANIES; i++) {
@ -678,6 +747,13 @@ struct AIConfigWindow : public Window {
break;
}
case WID_AIC_GAMELIST: {
this->selected_slot = OWNER_DEITY;
this->InvalidateData();
if (click_count > 1 && this->selected_slot != INVALID_COMPANY) ShowAIListWindow((CompanyID)this->selected_slot);
break;
}
case WID_AIC_LIST: { // Select a slot
this->selected_slot = (CompanyID)this->vscroll->GetScrolledRowFromWidget(pt.y, this, widget, 0, this->line_height);
this->InvalidateData();
@ -743,9 +819,9 @@ struct AIConfigWindow : public Window {
this->SetWidgetDisabledState(WID_AIC_DECREASE, GetGameSettings().difficulty.max_no_competitors == 0);
this->SetWidgetDisabledState(WID_AIC_INCREASE, GetGameSettings().difficulty.max_no_competitors == MAX_COMPANIES - 1);
this->SetWidgetDisabledState(WID_AIC_CHANGE, this->selected_slot == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AIC_MOVE_UP, this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot - 1)));
this->SetWidgetDisabledState(WID_AIC_MOVE_DOWN, this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot + 1)));
this->SetWidgetDisabledState(WID_AIC_CONFIGURE, this->selected_slot == INVALID_COMPANY || GetConfig(this->selected_slot)->GetConfigList()->size() == 0);
this->SetWidgetDisabledState(WID_AIC_MOVE_UP, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot - 1)));
this->SetWidgetDisabledState(WID_AIC_MOVE_DOWN, this->selected_slot == OWNER_DEITY || this->selected_slot == INVALID_COMPANY || !IsEditable((CompanyID)(this->selected_slot + 1)));
}
};
@ -776,6 +852,12 @@ struct AIDebugWindow : public QueryStringBaseWindow {
int highlight_row; ///< The output row that matches the given string, or -1
Scrollbar *vscroll; ///< Cache of the vertical scrollbar.
ScriptLog::LogData *GetLogPointer() const
{
if (ai_debug_company == OWNER_DEITY) return (ScriptLog::LogData *)Game::GetInstance()->GetLogPointer();
return (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
}
/**
* Constructor for the window.
* @param desc The description of the window.
@ -794,6 +876,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
this->SetWidgetDisabledState(i + WID_AID_COMPANY_BUTTON_START, !Company::IsValidAiID(i));
}
this->EnableWidget(WID_AID_SCRIPT_GAME);
this->DisableWidget(WID_AID_RELOAD_TOGGLE);
this->DisableWidget(WID_AID_SETTINGS);
this->DisableWidget(WID_AID_CONTINUE_BTN);
@ -808,7 +891,11 @@ struct AIDebugWindow : public QueryStringBaseWindow {
UpdateTextBufferSize(&this->text);
/* Restore button state from static class variables */
if (ai_debug_company != INVALID_COMPANY) this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
} else if (ai_debug_company != INVALID_COMPANY) {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
}
this->SetWidgetLoweredState(WID_AID_BREAK_STR_ON_OFF_BTN, this->break_check_enabled);
this->SetWidgetLoweredState(WID_AID_MATCH_CASE_BTN, this->case_sensitive_break_check);
@ -825,7 +912,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
virtual void OnPaint()
{
/* Check if the currently selected company is still active. */
if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
if (ai_debug_company == INVALID_COMPANY || (ai_debug_company != OWNER_DEITY && !Company::IsValidAiID(ai_debug_company))) {
if (ai_debug_company != INVALID_COMPANY) {
/* Raise the widget for the previous selection. */
this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
@ -846,10 +933,9 @@ struct AIDebugWindow : public QueryStringBaseWindow {
}
/* Update "Reload AI" and "AI settings" buttons */
this->SetWidgetsDisabledState(ai_debug_company == INVALID_COMPANY,
WID_AID_RELOAD_TOGGLE,
WID_AID_SETTINGS,
WIDGET_LIST_END);
this->SetWidgetDisabledState(WID_AID_SETTINGS, ai_debug_company == INVALID_COMPANY);
this->SetWidgetDisabledState(WID_AID_RELOAD_TOGGLE, ai_debug_company == INVALID_COMPANY || ai_debug_company == OWNER_DEITY);
this->SetWidgetDisabledState(WID_AID_SCRIPT_GAME, Game::GetGameInstance() == NULL);
/* Draw standard stuff */
this->DrawWidgets();
@ -891,7 +977,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* If there are no active companies, don't display anything else. */
if (ai_debug_company == INVALID_COMPANY) return;
ScriptLog::LogData *log = (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
ScriptLog::LogData *log = this->GetLogPointer();
int scroll_count = (log == NULL) ? 0 : log->used;
if (this->vscroll->GetCount() != scroll_count) {
@ -925,7 +1011,13 @@ struct AIDebugWindow : public QueryStringBaseWindow {
{
switch (widget) {
case WID_AID_NAME_TEXT:
if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
if (ai_debug_company == OWNER_DEITY) {
const GameInfo *info = Game::GetInfo();
assert(info != NULL);
SetDParam(0, STR_AI_DEBUG_NAME_AND_VERSION);
SetDParamStr(1, info->GetName());
SetDParam(2, info->GetVersion());
} else if (ai_debug_company == INVALID_COMPANY || !Company::IsValidAiID(ai_debug_company)) {
SetDParam(0, STR_EMPTY);
} else {
const AIInfo *info = Company::Get(ai_debug_company)->ai_info;
@ -944,7 +1036,7 @@ struct AIDebugWindow : public QueryStringBaseWindow {
switch (widget) {
case WID_AID_LOG_PANEL: {
ScriptLog::LogData *log = (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
ScriptLog::LogData *log = this->GetLogPointer();
if (log == NULL) return;
int y = this->top_offset;
@ -982,13 +1074,22 @@ struct AIDebugWindow : public QueryStringBaseWindow {
*/
void ChangeToAI(CompanyID show_ai)
{
this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
if (ai_debug_company == OWNER_DEITY) {
this->RaiseWidget(WID_AID_SCRIPT_GAME);
} else {
this->RaiseWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
}
ai_debug_company = show_ai;
ScriptLog::LogData *log = (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
ScriptLog::LogData *log = this->GetLogPointer();
this->vscroll->SetCount((log == NULL) ? 0 : log->used);
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
if (ai_debug_company == OWNER_DEITY) {
this->LowerWidget(WID_AID_SCRIPT_GAME);
} else {
this->LowerWidget(ai_debug_company + WID_AID_COMPANY_BUTTON_START);
}
this->autoscroll = true;
this->last_vscroll_pos = this->vscroll->GetPosition();
this->SetDirty();
@ -1007,7 +1108,12 @@ struct AIDebugWindow : public QueryStringBaseWindow {
}
switch (widget) {
case WID_AID_SCRIPT_GAME:
ChangeToAI(OWNER_DEITY);
break;
case WID_AID_RELOAD_TOGGLE:
if (ai_debug_company == OWNER_DEITY) break;
/* 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, CRR_MANUAL, CMD_COMPANY_CTRL);
DoCommandP(0, 1 | ai_debug_company << 16, 0, CMD_COMPANY_CTRL);
@ -1082,9 +1188,9 @@ struct AIDebugWindow : public QueryStringBaseWindow {
/* 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)) {
if (ai_debug_company != OWNER_DEITY && !gui_scope && data == ai_debug_company && this->break_check_enabled && !StrEmpty(this->edit_str_buf)) {
/* Get the log instance of the active company */
ScriptLog::LogData *log = (ScriptLog::LogData *)Company::Get(ai_debug_company)->ai_instance->GetLogPointer();
ScriptLog::LogData *log = this->GetLogPointer();
if (log != NULL && case_sensitive_break_check?
strstr(log->lines[log->pos], this->edit_str_buf) != 0 :
@ -1136,6 +1242,7 @@ static const NWidgetPart _nested_ai_debug_widgets[] = {
NWidgetFunction(MakeCompanyButtonRowsAIDebug), SetPadding(0, 2, 1, 2),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_SCRIPT_GAME), SetMinimalSize(100, 20), SetResize(1, 0), SetDataTip(STR_AI_GAME_SCRIPT, STR_AI_GAME_SCRIPT_TOOLTIP),
NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_AID_NAME_TEXT), SetFill(1, 0), SetResize(1, 0), SetDataTip(STR_JUST_STRING, STR_AI_DEBUG_NAME_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_SETTINGS), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_SETTINGS, STR_AI_DEBUG_SETTINGS_TOOLTIP),
NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_AID_RELOAD_TOGGLE), SetMinimalSize(100, 20), SetDataTip(STR_AI_DEBUG_RELOAD, STR_AI_DEBUG_RELOAD_TOOLTIP),

View File

@ -43,6 +43,11 @@ public:
*/
static class GameInstance *GetGameInstance() { return Game::instance; }
/**
* Get the current GameInfo.
*/
static class GameInfo *GetInfo() { return Game::info; }
static void Rescan();
static void ResetConfig();
@ -55,6 +60,11 @@ public:
/** Wrapper function for GameScannerInfo::FindInfo */
static class GameInfo *FindInfo(const char *name, int version, bool force_exact_match);
/**
* Get the current active instance.
*/
static class GameInstance *GetInstance() { return Game::instance; }
private:
static uint frame_counter; ///< Tick counter for the Game code.
static class GameInstance *instance; ///< Instance to the current active Game.

View File

@ -244,7 +244,7 @@ static const NWidgetPart _nested_select_game_widgets[] = {
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_CONTENT_DOWNLOAD), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_ONLINE_CONTENT, STR_INTRO_TOOLTIP_ONLINE_CONTENT), SetPadding(0, 0, 0, 10), SetFill(1, 0),
NWidget(WWT_PUSHTXTBTN, COLOUR_ORANGE, WID_SGI_AI_SETTINGS), SetMinimalSize(158, 12),
SetDataTip(STR_INTRO_AI_SETTINGS, STR_INTRO_TOOLTIP_AI_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
SetDataTip(STR_INTRO_SCRIPT_SETTINGS, STR_INTRO_TOOLTIP_SCRIPT_SETTINGS), SetPadding(0, 10, 0, 0), SetFill(1, 0),
EndContainer(),
NWidget(NWID_SPACER), SetMinimalSize(0, 6),

View File

@ -349,7 +349,7 @@ STR_SCENEDIT_FILE_MENU_QUIT :Quit
STR_SETTINGS_MENU_GAME_OPTIONS :Game options
STR_SETTINGS_MENU_DIFFICULTY_SETTINGS :Difficulty settings
STR_SETTINGS_MENU_CONFIG_SETTINGS :Advanced settings
STR_SETTINGS_MENU_AI_SETTINGS :AI settings
STR_SETTINGS_MENU_SCRIPT_SETTINGS :AI / Game settings
STR_SETTINGS_MENU_NEWGRF_SETTINGS :NewGRF settings
STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS :Transparency options
STR_SETTINGS_MENU_TOWN_NAMES_DISPLAYED :Town names displayed
@ -443,7 +443,7 @@ STR_NEWS_MENU_MESSAGE_HISTORY_MENU :Message history
STR_ABOUT_MENU_LAND_BLOCK_INFO :Land area information
STR_ABOUT_MENU_SEPARATOR :
STR_ABOUT_MENU_TOGGLE_CONSOLE :Toggle console
STR_ABOUT_MENU_AI_DEBUG :AI debug
STR_ABOUT_MENU_AI_DEBUG :AI / GameScript debug
STR_ABOUT_MENU_SCREENSHOT :Screenshot
STR_ABOUT_MENU_ZOOMIN_SCREENSHOT :Zoomed in screenshot
STR_ABOUT_MENU_GIANT_SCREENSHOT :Whole map screenshot
@ -1404,7 +1404,7 @@ STR_INTRO_DIFFICULTY :{BLACK}Difficul
STR_INTRO_ADVANCED_SETTINGS :{BLACK}Advanced Settings
STR_INTRO_NEWGRF_SETTINGS :{BLACK}NewGRF Settings
STR_INTRO_ONLINE_CONTENT :{BLACK}Check Online Content
STR_INTRO_AI_SETTINGS :{BLACK}AI Settings
STR_INTRO_SCRIPT_SETTINGS :{BLACK}AI / Game Settings
STR_INTRO_QUIT :{BLACK}Quit
STR_INTRO_TOOLTIP_NEW_GAME :{BLACK}Start a new game. Ctrl+Click skips map configuration
@ -1424,7 +1424,7 @@ STR_INTRO_TOOLTIP_DIFFICULTY_OPTIONS :{BLACK}Display
STR_INTRO_TOOLTIP_ADVANCED_SETTINGS :{BLACK}Display advanced settings
STR_INTRO_TOOLTIP_NEWGRF_SETTINGS :{BLACK}Display NewGRF settings
STR_INTRO_TOOLTIP_ONLINE_CONTENT :{BLACK}Check for new and updated content to download
STR_INTRO_TOOLTIP_AI_SETTINGS :{BLACK}Display AI settings
STR_INTRO_TOOLTIP_SCRIPT_SETTINGS :{BLACK}Display AI and Game settings
STR_INTRO_TOOLTIP_QUIT :{BLACK}Quit 'OpenTTD'
STR_INTRO_TRANSLATION :{BLACK}This translation misses {NUM} string{P "" s}. Please help make OpenTTD better by signing up as translator. See readme.txt for details.
@ -3449,11 +3449,11 @@ STR_DATE_YEAR_TOOLTIP :{BLACK}Select y
# AI debug window
STR_AI_DEBUG :{WHITE}AI Debug
STR_AI_DEBUG :{WHITE}AI / GameScript Debug
STR_AI_DEBUG_NAME_AND_VERSION :{BLACK}{RAW_STRING} (v{NUM})
STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Name of the AI
STR_AI_DEBUG_SETTINGS :{BLACK}AI Settings
STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Change the settings of the AI
STR_AI_DEBUG_NAME_TOOLTIP :{BLACK}Name of the script
STR_AI_DEBUG_SETTINGS :{BLACK}Settings
STR_AI_DEBUG_SETTINGS_TOOLTIP :{BLACK}Change the settings of the script
STR_AI_DEBUG_RELOAD :{BLACK}Reload AI
STR_AI_DEBUG_RELOAD_TOOLTIP :{BLACK}Kill the AI, reload the script, and restart the AI
STR_AI_DEBUG_BREAK_STR_ON_OFF_TOOLTIP :{BLACK}Enable/disable breaking when an AI log message matches the break string
@ -3465,42 +3465,56 @@ STR_AI_DEBUG_MATCH_CASE_TOOLTIP :{BLACK}Toggle m
STR_AI_DEBUG_CONTINUE :{BLACK}Continue
STR_AI_DEBUG_CONTINUE_TOOLTIP :{BLACK}Unpause and continue the AI
STR_AI_DEBUG_SELECT_AI_TOOLTIP :{BLACK}View debug output of this AI
STR_AI_GAME_SCRIPT :{BLACK}Game Script
STR_AI_GAME_SCRIPT_TOOLTIP :{BLACK}Check the Game Script log
STR_ERROR_AI_NO_AI_FOUND :No suitable AI found to load.{}This AI is a dummy AI and won't do anything.{}You can download several AIs via the 'Online Content' system
STR_ERROR_AI_PLEASE_REPORT_CRASH :{WHITE}One of the running AIs crashed. Please report this to the AI author with a screenshot of the AI Debug Window
STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}AI Debug window is only available for the server
STR_ERROR_AI_DEBUG_SERVER_ONLY :{YELLOW}AI / GameScript Debug window is only available for the server
# AI configuration window
STR_AI_CONFIG_CAPTION :{WHITE}AI Configuration
STR_AI_CONFIG_LIST_TOOLTIP :{BLACK}All AIs that will be loaded in the next game
STR_AI_CONFIG_CAPTION :{WHITE}AI / Game Configuration
STR_AI_CONFIG_GAMELIST_TOOLTIP :{BLACK}The GameScript that will be loaded in the next game
STR_AI_CONFIG_AILIST_TOOLTIP :{BLACK}The AIs that will be loaded in the next game
STR_AI_CONFIG_HUMAN_PLAYER :Human player
STR_AI_CONFIG_RANDOM_AI :Random AI
STR_AI_CONFIG_NONE :(none)
STR_AI_CONFIG_MOVE_UP :{BLACK}Move Up
STR_AI_CONFIG_MOVE_UP_TOOLTIP :{BLACK}Move selected AI up in the list
STR_AI_CONFIG_MOVE_DOWN :{BLACK}Move Down
STR_AI_CONFIG_MOVE_DOWN_TOOLTIP :{BLACK}Move selected AI down in the list
STR_AI_CONFIG_CHANGE :{BLACK}Select AI
STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Load another AI
STR_AI_CONFIG_GAMESCRIPT :{SILVER}GameScript
STR_AI_CONFIG_AI :{SILVER}AIs
STR_AI_CONFIG_CHANGE :{BLACK}Select {STRING}
STR_AI_CONFIG_CHANGE_NONE :
STR_AI_CONFIG_CHANGE_AI :AI
STR_AI_CONFIG_CHANGE_GAMESCRIPT :GameScript
STR_AI_CONFIG_CHANGE_TOOLTIP :{BLACK}Load another script
STR_AI_CONFIG_CONFIGURE :{BLACK}Configure
STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Configure the parameters of the AI
STR_AI_CONFIG_CONFIGURE_TOOLTIP :{BLACK}Configure the parameters of the Script
# Available AIs window
STR_AI_LIST_CAPTION :{WHITE}Available AIs
STR_AI_LIST_TOOLTIP :{BLACK}Click to select an AI
STR_AI_LIST_CAPTION :{WHITE}Available {STRING}
STR_AI_LIST_CAPTION_AI :AIs
STR_AI_LIST_CAPTION_GAMESCRIPT :GameScripts
STR_AI_LIST_TOOLTIP :{BLACK}Click to select a script
STR_AI_LIST_AUTHOR :{BLACK}Author: {RAW_STRING}
STR_AI_LIST_VERSION :{BLACK}Version: {NUM}
STR_AI_LIST_URL :{BLACK}URL: {RAW_STRING}
STR_AI_LIST_ACCEPT :{BLACK}Accept
STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Select highlighted AI
STR_AI_LIST_ACCEPT_TOOLTIP :{BLACK}Select highlighted script
STR_AI_LIST_CANCEL :{BLACK}Cancel
STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}Don't change AI
STR_AI_LIST_CANCEL_TOOLTIP :{BLACK}Don't change the script
# AI Parameters
STR_AI_SETTINGS_CAPTION :{WHITE}AI Parameters
STR_AI_SETTINGS_CAPTION :{WHITE}{STRING} Parameters
STR_AI_SETTINGS_CAPTION_AI :AI
STR_AI_SETTINGS_CAPTION_GAMESCRIPT :GameScript
STR_AI_SETTINGS_CLOSE :{BLACK}Close
STR_AI_SETTINGS_RESET :{BLACK}Reset
STR_AI_SETTINGS_SETTING :{RAW_STRING}: {ORANGE}{STRING1}

View File

@ -249,7 +249,7 @@ enum OptionMenuEntries {
OME_GAMEOPTIONS,
OME_DIFFICULTIES,
OME_SETTINGS,
OME_AI_SETTINGS,
OME_SCRIPT_SETTINGS,
OME_NEWGRFSETTINGS,
OME_TRANSPARENCIES,
OME_SHOW_TOWNNAMES,
@ -278,7 +278,7 @@ static CallBackFunction ToolbarOptionsClick(Window *w)
/* Changes to the per-AI settings don't get send from the server to the clients. Clients get
* the settings once they join but never update it. As such don't show the window at all
* to network clients. */
if (!_networking || _network_server) list->push_back(new DropDownListStringItem(STR_SETTINGS_MENU_AI_SETTINGS, OME_AI_SETTINGS, false));
if (!_networking || _network_server) list->push_back(new DropDownListStringItem(STR_SETTINGS_MENU_SCRIPT_SETTINGS, OME_SCRIPT_SETTINGS, false));
list->push_back(new DropDownListStringItem(STR_SETTINGS_MENU_NEWGRF_SETTINGS, OME_NEWGRFSETTINGS, false));
list->push_back(new DropDownListStringItem(STR_SETTINGS_MENU_TRANSPARENCY_OPTIONS, OME_TRANSPARENCIES, false));
list->push_back(new DropDownListItem(-1, false));
@ -309,7 +309,7 @@ static CallBackFunction MenuClickSettings(int index)
case OME_GAMEOPTIONS: ShowGameOptions(); return CBF_NONE;
case OME_DIFFICULTIES: ShowGameDifficulty(); return CBF_NONE;
case OME_SETTINGS: ShowGameSettings(); return CBF_NONE;
case OME_AI_SETTINGS: ShowAIConfigWindow(); return CBF_NONE;
case OME_SCRIPT_SETTINGS: ShowAIConfigWindow(); return CBF_NONE;
case OME_NEWGRFSETTINGS: ShowNewGRFSettings(!_networking && _settings_client.gui.UserIsAllowedToChangeNewGRFs(), true, true, &_grfconfig); return CBF_NONE;
case OME_TRANSPARENCIES: ShowTransparencyToolbar(); break;

View File

@ -14,6 +14,7 @@
/** Widgets of the #AIListWindow class. */
enum AIListWidgets {
WID_AIL_CAPTION, ///< Caption of the window.
WID_AIL_LIST, ///< The matrix with all available AIs.
WID_AIL_SCROLLBAR, ///< Scrollbar next to the AI list.
WID_AIL_INFO_BG, ///< Panel to draw some AI information on.
@ -23,6 +24,7 @@ enum AIListWidgets {
/** Widgets of the #AISettingsWindow class. */
enum AISettingsWidgets {
WID_AIS_CAPTION, ///< Caption of the window.
WID_AIS_BACKGROUND, ///< Panel to draw the settings on.
WID_AIS_SCROLLBAR, ///< Scrollbar to scroll through all settings.
WID_AIS_ACCEPT, ///< Accept button.
@ -35,6 +37,7 @@ enum AIConfigWidgets {
WID_AIC_DECREASE, ///< Decrease the number of AIs.
WID_AIC_INCREASE, ///< Increase the number of AIs.
WID_AIC_NUMBER, ///< Number of AIs.
WID_AIC_GAMELIST, ///< List with current selected GameScript.
WID_AIC_LIST, ///< List with currently selected AIs.
WID_AIC_SCROLLBAR, ///< Scrollbar to scroll through the selected AIs.
WID_AIC_MOVE_UP, ///< Move up button.
@ -50,6 +53,7 @@ enum AIDebugWidgets {
WID_AID_VIEW, ///< The row of company buttons.
WID_AID_NAME_TEXT, ///< Name of the current selected.
WID_AID_SETTINGS, ///< Settings button.
WID_AID_SCRIPT_GAME, ///< Game Script button.
WID_AID_RELOAD_TOGGLE, ///< Reload button.
WID_AID_LOG_PANEL, ///< Panel where the log is in.
WID_AID_SCROLLBAR, ///< Scrollbar of the log pannel.