#include "stdafx.h" #include "ttd.h" #include "window.h" #include "gui.h" #include "viewport.h" #include "gfx.h" #include "player.h" #include "command.h" #include "console.h" extern void MakeNewGame(); extern void StartScenario(); /* static void ShowSelectTutorialWindow() { } */ static const Widget _select_game_widgets[] = { { WWT_CAPTION, 13, 0, 335, 0, 13, STR_0307_OPENTTD, STR_NULL}, { WWT_IMGBTN, 13, 0, 335, 14, 196, 0x0, STR_NULL}, { WWT_PUSHTXTBTN, 12, 10, 167, 22, 33, STR_0140_NEW_GAME, STR_02FB_START_A_NEW_GAME}, { WWT_PUSHTXTBTN, 12, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME_FROM}, //{ WWT_PUSHTXTBTN, 12, 10, 167, 177, 188, STR_0142_TUTORIAL_DEMONSTRATION, STR_02FD_VIEW_DEMONSTRATIONS_TUTORIALS}, { WWT_PUSHTXTBTN, 12, 10, 167, 177, 188, STR_CONFIG_PATCHES, STR_CONFIG_PATCHES_TIP}, { WWT_PUSHTXTBTN, 12, 10, 167, 40, 51, STR_0220_CREATE_SCENARIO,STR_02FE_CREATE_A_CUSTOMIZED_GAME}, { WWT_PUSHTXTBTN, 12, 10, 167, 136, 147, STR_SINGLE_PLAYER, STR_02FF_SELECT_SINGLE_PLAYER_GAME}, { WWT_PUSHTXTBTN, 12, 168, 325, 136, 147, STR_MULTIPLAYER, STR_0300_SELECT_TWO_PLAYER_GAME}, { WWT_PUSHTXTBTN, 12, 10, 167, 159, 170, STR_0148_GAME_OPTIONS, STR_0301_DISPLAY_GAME_OPTIONS}, { WWT_PUSHTXTBTN, 12, 168, 325, 159, 170, STR_01FE_DIFFICULTY, STR_0302_DISPLAY_DIFFICULTY_OPTIONS}, { WWT_PUSHTXTBTN, 12, 168, 325, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING}, { WWT_PUSHTXTBTN, 12, 168, 325, 177, 188, STR_0304_QUIT, STR_0305_LEAVE_OPENTTD}, { WWT_PANEL_2, 12, 10, 85, 69, 122, 0x1312, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, { WWT_PANEL_2, 12, 90, 165, 69, 122, 0x1314, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, { WWT_PANEL_2, 12, 170, 245, 69, 122, 0x1316, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, { WWT_PANEL_2, 12, 250, 325, 69, 122, 0x1318, STR_0311_SELECT_TOYLAND_LANDSCAPE}, { WIDGETS_END}, }; static void SelectGameWndProc(Window *w, WindowEvent *e) { switch(e->event) { case WE_PAINT: w->click_state = (w->click_state & ~(0xC0) & ~(0xF << 12)) | (1 << (_new_opt.landscape+12)) | (!_networking?(1<<6):(1<<7)); w->disabled_state = _networking ? 0x30 : 0; SET_DPARAM16(0, STR_6801_EASY + _new_opt.diff_level); DrawWindowWidgets(w); break; case WE_CLICK: switch(e->click.widget) { case 2: DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break; case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break; case 4: ShowPatchesSelection(); break; case 5: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break; case 6: if (_networking) DoCommandP(0, 0, 0, NULL, CMD_SET_SINGLE_PLAYER); break; case 7: if (!_network_available) { ShowErrorMessage(-1,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0); } else { ShowNetworkGameWindow(); ShowErrorMessage(-1, TEMP_STRING_NO_NETWORK, 0, 0); } break; case 8: ShowGameOptions(); break; case 9: ShowGameDifficulty(); break; case 10:ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break; case 11:AskExitGame(); break; case 12: case 13: case 14: case 15: DoCommandP(0, e->click.widget - 12, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE); break; } case WE_KEYPRESS: switch(e->keypress.keycode) { case WKC_BACKQUOTE: IConsoleSwitch(); break; } break; } } static const WindowDesc _select_game_desc = { WDP_CENTER, WDP_CENTER, 336, 197, WC_SELECT_GAME,0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _select_game_widgets, SelectGameWndProc }; void ShowSelectGameWindow() { AllocateWindowDesc(&_select_game_desc); } // p1 = mode // 0 - start new game // 1 - close new game dialog int32 CmdStartNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (!(flags & DC_EXEC)) return 0; switch(p1) { case 0: // show select game window AskForNewGameToStart(); break; case 1: // close select game window DeleteWindowById(WC_SAVELOAD, 0); break; } return 0; } int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (!(flags & DC_EXEC)) return 0; // this forces stuff into test mode. _docommand_recursive = 0; _random_seeds[0][0] = p1; _random_seeds[0][1] = p2; if (_networking) { NetworkStartSync(true); } MakeNewGame(); return 0; } int32 CmdLoadGame(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (!(flags & DC_EXEC)) return 0; // ShowSaveLoadDialog(0); return 0; } int32 CmdCreateScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (!(flags & DC_EXEC)) return 0; _switch_mode = SM_EDITOR; return 0; } int32 CmdSetSinglePlayer(int x, int y, uint32 flags, uint32 p1, uint32 p2) { printf("CmdSetSinglePlayer\n"); return 0; } int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (!(flags & DC_EXEC)) return 0; // this forces stuff into test mode. _docommand_recursive = 0; _random_seeds[0][0] = p1; _random_seeds[0][1] = p2; if (_networking) { NetworkStartSync(true); } StartScenario(); return 0; } static const Widget _ask_abandon_game_widgets[] = { { WWT_TEXTBTN, 4, 0, 10, 0, 13, STR_00C5, STR_NULL}, { WWT_CAPTION, 4, 11, 179, 0, 13, STR_00C7_QUIT, STR_NULL}, { WWT_IMGBTN, 4, 0, 179, 14, 91, 0x0, STR_NULL}, { WWT_TEXTBTN, 12, 25, 84, 72, 83, STR_00C9_NO, STR_NULL}, { WWT_TEXTBTN, 12, 95, 154, 72, 83, STR_00C8_YES, STR_NULL}, { WIDGETS_END}, }; static void AskAbandonGameWndProc(Window *w, WindowEvent *e) { switch(e->event) { case WE_PAINT: DrawWindowWidgets(w); #if defined(_WIN32) SET_DPARAM16(0, STR_0133_WINDOWS); #elif defined(__APPLE__) SET_DPARAM16(0, STR_0135_OSX); #elif defined(__BEOS__) SET_DPARAM16(0, STR_OSNAME_BEOS); #elif defined(__MORPHOS__) SET_DPARAM16(0, STR_OSNAME_MORPHOS); #else SET_DPARAM16(0, STR_0134_UNIX); #endif DrawStringMultiCenter(0x5A, 0x26, STR_00CA_ARE_YOU_SURE_YOU_WANT_TO, 178); return; case WE_CLICK: switch(e->click.widget) { case 3: DeleteWindow(w); break; case 4: _exit_game = true; break; } break; case WE_KEYPRESS: /* Exit game on pressing 'Enter' */ if (e->keypress.keycode == WKC_RETURN) _exit_game = true; break; } } static const WindowDesc _ask_abandon_game_desc = { WDP_CENTER, WDP_CENTER, 180, 92, WC_ASK_ABANDON_GAME,0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS, _ask_abandon_game_widgets, AskAbandonGameWndProc }; void AskExitGame() { AllocateWindowDescFront(&_ask_abandon_game_desc, 0); } static const Widget _ask_quit_game_widgets[] = { { WWT_TEXTBTN, 4, 0, 10, 0, 13, STR_00C5, STR_NULL}, { WWT_CAPTION, 4, 11, 179, 0, 13, STR_0161_QUIT_GAME, STR_NULL}, { WWT_IMGBTN, 4, 0, 179, 14, 91, 0x0, STR_NULL}, { WWT_TEXTBTN, 12, 25, 84, 72, 83, STR_00C9_NO, STR_NULL}, { WWT_TEXTBTN, 12, 95, 154, 72, 83, STR_00C8_YES, STR_NULL}, { WIDGETS_END}, }; static void AskQuitGameWndProc(Window *w, WindowEvent *e) { switch(e->event) { case WE_PAINT: DrawWindowWidgets(w); DrawStringMultiCenter(0x5A, 0x26, _game_mode != GM_EDITOR ? STR_0160_ARE_YOU_SURE_YOU_WANT_TO : STR_029B_ARE_YOU_SURE_YOU_WANT_TO, 178); return; case WE_CLICK: switch(e->click.widget) { case 3: DeleteWindow(w); break; case 4: _switch_mode = SM_MENU; break; } break; } } static const WindowDesc _ask_quit_game_desc = { WDP_CENTER, WDP_CENTER, 180, 92, WC_QUIT_GAME,0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS, _ask_quit_game_widgets, AskQuitGameWndProc }; void AskExitToGameMenu() { AllocateWindowDescFront(&_ask_quit_game_desc, 0); } int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { // XXX: some stuff _new_opt.landscape = p1; InvalidateWindowClasses(WC_SELECT_GAME); } return 0; }