#include "stdafx.h" #include "ttd.h" #include "table/strings.h" #include "window.h" #include "gui.h" #include "viewport.h" #include "gfx.h" #include "player.h" #include "command.h" #include "console.h" #include "network.h" extern void SwitchMode(int new_mode); /* static void ShowSelectTutorialWindow() { } */ /* We go from TOP to the BOTTOM and from LEFT to the RIGHT. I know this is * a highly unusual concept, guys, but I hope you'll manage to follow. --pasky */ static const Widget _select_game_widgets[] = { { WWT_CAPTION, RESIZE_NONE, 13, 0, 335, 0, 13, STR_0307_OPENTTD, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 13, 0, 335, 14, 196, 0x0, STR_NULL}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 22, 33, STR_0140_NEW_GAME, STR_02FB_START_A_NEW_GAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 22, 33, STR_0141_LOAD_GAME, STR_02FC_LOAD_A_SAVED_GAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 40, 51, STR_0220_CREATE_SCENARIO,STR_02FE_CREATE_A_CUSTOMIZED_GAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 40, 51, STR_029A_PLAY_SCENARIO, STR_0303_START_A_NEW_GAME_USING}, { WWT_PANEL_2, RESIZE_NONE, 12, 10, 85, 69, 122, 0x1312, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, { WWT_PANEL_2, RESIZE_NONE, 12, 90, 165, 69, 122, 0x1314, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, { WWT_PANEL_2, RESIZE_NONE, 12, 170, 245, 69, 122, 0x1316, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, { WWT_PANEL_2, RESIZE_NONE, 12, 250, 325, 69, 122, 0x1318, STR_0311_SELECT_TOYLAND_LANDSCAPE}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 136, 147, STR_SINGLE_PLAYER, STR_02FF_SELECT_SINGLE_PLAYER_GAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 136, 147, STR_MULTIPLAYER, STR_0300_SELECT_MULTIPLAYER_GAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 159, 170, STR_0148_GAME_OPTIONS, STR_0301_DISPLAY_GAME_OPTIONS}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 159, 170, STR_01FE_DIFFICULTY, STR_0302_DISPLAY_DIFFICULTY_OPTIONS}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 10, 167, 177, 188, STR_CONFIG_PATCHES, STR_CONFIG_PATCHES_TIP}, { WWT_PUSHTXTBTN, RESIZE_NONE, 12, 168, 325, 177, 188, STR_0304_QUIT, STR_0305_QUIT_OPENTTD}, { WIDGETS_END }, }; extern void HandleOnEditText(WindowEvent *e); extern void HandleOnEditTextCancel(void); static void SelectGameWndProc(Window *w, WindowEvent *e) { switch(e->event) { case WE_PAINT: w->click_state = (w->click_state & ~(1<<10) & ~(0xF << 6)) | (1 << (_opt_newgame.landscape + 6)) | (1<<10); SetDParam(0, STR_6801_EASY + _opt_newgame.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: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break; case 5: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break; case 6: case 7: case 8: case 9: DoCommandP(0, e->click.widget - 6, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE); break; case 11: #ifdef ENABLE_NETWORK if (!_network_available) { ShowErrorMessage(-1, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0); } else ShowNetworkGameWindow(); #else ShowErrorMessage(-1 ,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0); #endif break; case 12: ShowGameOptions(); break; case 13: ShowGameDifficulty(); break; case 14: ShowPatchesSelection(); break; case 15: AskExitGame(); break; } break; case WE_ON_EDIT_TEXT: HandleOnEditText(e); break; case WE_ON_EDIT_TEXT_CANCEL: HandleOnEditTextCancel(); 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(void) { 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; SwitchMode(SM_NEWGAME); 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; SwitchMode(SM_START_SCENARIO); return 0; } static const Widget _ask_abandon_game_widgets[] = { { WWT_TEXTBTN, RESIZE_NONE, 4, 0, 10, 0, 13, STR_00C5, STR_NULL}, { WWT_CAPTION, RESIZE_NONE, 4, 11, 179, 0, 13, STR_00C7_QUIT, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 4, 0, 179, 14, 91, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 25, 84, 72, 83, STR_00C9_NO, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 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) SetDParam(0, STR_0133_WINDOWS); #elif defined(__APPLE__) SetDParam(0, STR_0135_OSX); #elif defined(__BEOS__) SetDParam(0, STR_OSNAME_BEOS); #elif defined(__MORPHOS__) SetDParam(0, STR_OSNAME_MORPHOS); #elif defined(__AMIGA__) SetDParam(0, STR_OSNAME_AMIGAOS); #elif defined(__OS2__) SetDParam(0, STR_OSNAME_OS2); #else SetDParam(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 || e->keypress.keycode == WKC_NUM_ENTER) _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(void) { AllocateWindowDescFront(&_ask_abandon_game_desc, 0); } static const Widget _ask_quit_game_widgets[] = { { WWT_TEXTBTN, RESIZE_NONE, 4, 0, 10, 0, 13, STR_00C5, STR_NULL}, { WWT_CAPTION, RESIZE_NONE, 4, 11, 179, 0, 13, STR_0161_QUIT_GAME, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 4, 0, 179, 14, 91, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 25, 84, 72, 83, STR_00C9_NO, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 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; case WE_KEYPRESS: /* Return to main menu on pressing 'Enter' */ if (e->keypress.keycode == WKC_RETURN) _switch_mode = SM_MENU; 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(void) { AllocateWindowDescFront(&_ask_quit_game_desc, 0); } int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2) { if (flags & DC_EXEC) { _opt_newgame.landscape = p1; InvalidateWindowClasses(WC_SELECT_GAME); } return 0; }