(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().

- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands.
- CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP.
- CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
pull/155/head
Darkvater 19 years ago
parent 562a32c3ee
commit eb4233e8e9

@ -63,7 +63,7 @@ DEF_COMMAND(CmdStartStopTrain);
DEF_COMMAND(CmdSellRailWagon);
DEF_COMMAND(CmdTrainGotoDepot);
DEF_COMMAND(CmdSendTrainToDepot);
DEF_COMMAND(CmdForceTrainProceed);
DEF_COMMAND(CmdReverseTrainDirection);
@ -123,7 +123,6 @@ DEF_COMMAND(CmdRenameTown);
DEF_COMMAND(CmdDoTownAction);
DEF_COMMAND(CmdSetRoadDriveSide);
DEF_COMMAND(CmdSetTownNameType);
DEF_COMMAND(CmdChangeDifficultyLevel);
DEF_COMMAND(CmdChangePatchSetting);
@ -135,13 +134,6 @@ DEF_COMMAND(CmdSendShipToDepot);
DEF_COMMAND(CmdChangeShipServiceInt);
DEF_COMMAND(CmdRefitShip);
DEF_COMMAND(CmdStartNewGame);
DEF_COMMAND(CmdCreateScenario);
DEF_COMMAND(CmdSetNewLandscapeType);
DEF_COMMAND(CmdGenRandomNewGame);
DEF_COMMAND(CmdCloneOrder);
DEF_COMMAND(CmdClearArea);
@ -205,7 +197,7 @@ static CommandProc * const _command_proc_table[] = {
CmdStartStopTrain, /* 36 */
NULL, /* 37 */
CmdSellRailWagon, /* 38 */
CmdTrainGotoDepot, /* 39 */
CmdSendTrainToDepot, /* 39 */
CmdForceTrainProceed, /* 40 */
CmdReverseTrainDirection, /* 41 */
@ -236,11 +228,11 @@ static CommandProc * const _command_proc_table[] = {
CmdSellAircraft, /* 59 */
CmdStartStopAircraft, /* 60 */
/***************************************************/
CmdBuildAircraft, /* 61 */
CmdSendAircraftToHangar, /* 62 */
CmdChangeAircraftServiceInt, /* 63 */
CmdRefitAircraft, /* 64 */
CmdRefitAircraft, /* 64 <-- Hackykid */
CmdPlaceSign, /* 65 */
CmdRenameSign, /* 66 */
@ -252,60 +244,60 @@ static CommandProc * const _command_proc_table[] = {
CmdTurnRoadVeh, /* 71 */
CmdChangeRoadVehServiceInt, /* 72 */
CmdPause, /* 73 */
CmdPause, /* 73 <-- TODO: check/enforce by server */
CmdBuyShareInCompany, /* 74 */
CmdSellShareInCompany, /* 75 */
CmdBuyCompany, /* 76 */
CmdBuildTown, /* 77 */
CmdBuildTown, /* 77 <-- offline / scenario only */
NULL, /* 78 */
NULL, /* 79 */
CmdRenameTown, /* 80 */
CmdRenameTown, /* 80 <-- TODO: check/enforce by server */
CmdDoTownAction, /* 81 */
CmdSetRoadDriveSide, /* 82 */
CmdSetTownNameType, /* 83 */
CmdSetRoadDriveSide, /* 82 <-- TODO: check/enforce by server */
NULL, /* 83 */
NULL, /* 84 */
CmdChangeDifficultyLevel, /* 85 */
CmdChangeDifficultyLevel, /* 85 <-- TODO: check/enforce by server */
CmdStartStopShip, /* 86 */
CmdSellShip, /* 87 */
CmdBuildShip, /* 88 */
CmdSendShipToDepot, /* 89 */
CmdChangeShipServiceInt, /* 90 */
CmdRefitShip, /* 91 */
CmdRefitShip, /* 91 <-- Hackykid */
CmdStartNewGame, /* 92 */
NULL, /* 92 */
NULL, /* 93 */
CmdCreateScenario, /* 94 */
NULL, /* 94 */
NULL, /* 95 */
NULL, /* 96 */
CmdSetNewLandscapeType, /* 97 */
NULL, /* 97 */
CmdGenRandomNewGame, /* 98 */
NULL, /* 98 */
CmdCloneOrder, /* 99 */
CmdClearArea, /* 100 */
NULL, /* 101 */
CmdMoneyCheat, /* 102 */
/***************************************************/
CmdMoneyCheat, /* 102 <-- offline only */
CmdBuildCanal, /* 103 */
CmdPlayerCtrl, /* 104 */
CmdPlayerCtrl, /* 104 <-- TODO: check/enforce by server */
CmdLevelLand, /* 105 */
CmdLevelLand, /* 105 <-- Hackykid */
CmdRefitRailVehicle, /* 106 */
CmdRefitRailVehicle, /* 106 <-- Hackykid */
CmdRestoreOrderIndex, /* 107 */
CmdBuildLock, /* 108 */
CmdStartScenario, /* 109 */
CmdBuildSignalTrack, /* 110 */
CmdRemoveSignalTrack, /* 111 */
CmdDestroyCompanyHQ, /* 112 <-- done */
CmdBuildLock, /* 108 <-- Hackykid */
CmdStartScenario, /* 109 <-- UNNEEDED */
CmdBuildSignalTrack, /* 110 <-- Hackykid */
CmdRemoveSignalTrack, /* 111 <-- Hackykid */
CmdDestroyCompanyHQ, /* 112 */
CmdGiveMoney, /* 113 */
CmdChangePatchSetting, /* 114 */
CmdReplaceVehicle, /* 115 */
CmdChangePatchSetting, /* 114 <-- TODO: check/enforce by server */
CmdReplaceVehicle, /* 115 <-- Hackykid */
};
/* This function range-checks a cmd, and checks if the cmd is not NULL */
@ -386,7 +378,7 @@ error:
int32 GetAvailableMoneyForCommand(void)
{
uint pid = _current_player;
PlayerID pid = _current_player;
if (pid >= MAX_PLAYERS) return 0x7FFFFFFF; // max int
return DEREF_PLAYER(pid)->player_money;
}

@ -712,15 +712,11 @@ DEF_CONSOLE_CMD(ConNewGame)
{
if (argc == 0) {
IConsoleHelp("Start a new game. Usage: 'newgame'");
IConsoleHelp("The server can force a new game using 'newgame', any client using it will part and start a single-player game");
return true;
}
_docommand_recursive = 0;
_random_seeds[0][0] = Random();
_random_seeds[0][1] = InteractiveRandom();
SwitchMode(SM_NEWGAME);
GenRandomNewGame(Random(), InteractiveRandom());
return true;
}

@ -265,7 +265,7 @@ static int DedicatedVideoMainLoop(void)
/* If SwitchMode is SM_LOAD, it means that the user used the '-g' options */
if (_switch_mode != SM_LOAD) {
_switch_mode = SM_NONE;
DoCommandP(0, Random(), InteractiveRandom(), NULL, CMD_GEN_RANDOM_NEW_GAME);
GenRandomNewGame(Random(), InteractiveRandom());
} else {
_switch_mode = SM_NONE;
/* First we need to test if the savegame can be loaded, else we will end up playing the

@ -228,6 +228,7 @@ enum SaveOrLoadMode {
int SaveOrLoad(const char *filename, int mode);
void AfterLoadTown(void);
void GenRandomNewGame(uint32 rnd1, uint32 rnd2);
void AskExitGame(void);
void AskExitToGameMenu(void);

@ -45,6 +45,14 @@ static const Widget _select_game_widgets[] = {
extern void HandleOnEditText(WindowEvent *e);
extern void HandleOnEditTextCancel(void);
static inline void CreateScenario(void) {_switch_mode = SM_EDITOR;}
static inline void SetNewLandscapeType(byte landscape)
{
_opt_newgame.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
}
static void SelectGameWndProc(Window *w, WindowEvent *e)
{
/* We do +/- 6 for the map_xy because 64 is 2^6, but it is the lowest available element */
@ -64,13 +72,12 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
case WE_CLICK:
switch (e->click.widget) {
case 2: DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break;
case 2: AskForNewGameToStart(); break;
case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
case 4: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break;
case 4: CreateScenario(); break;
case 5: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
case 6: case 7: case 8: case 9:
// XXX: Useless usage of the CMD infrastructure?
DoCommandP(0, e->click.widget - 6, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
SetNewLandscapeType(e->click.widget - 6);
break;
case 10: case 11: /* Mapsize X */
ShowDropDownMenu(w, mapsizes, _patches.map_x - 6, 11, 0, 0);
@ -122,50 +129,12 @@ 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)
void GenRandomNewGame(uint32 rnd1, uint32 rnd2)
{
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;
_random_seeds[0][0] = rnd1;
_random_seeds[0][1] = rnd2;
SwitchMode(SM_NEWGAME);
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 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
@ -297,12 +266,3 @@ 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;
}

@ -1480,8 +1480,8 @@ static void SelectScenarioWndProc(Window *w, WindowEvent *e) {
break;
case 6: /* Click the listbox */
if(e->click.pt.y < list_start)
DoCommandP(0, Random(), InteractiveRandom(), NULL, CMD_GEN_RANDOM_NEW_GAME);
if (e->click.pt.y < list_start)
GenRandomNewGame(Random(), InteractiveRandom());
else {
char *name;
int y = (e->click.pt.y - list_start) / 10;

@ -563,8 +563,8 @@ static void NetworkStartServerWindowWndProc(Window *w, WindowEvent *e)
_is_network_server = true;
ttd_strlcpy(_network_server_name, WP(w, querystr_d).text.buf, sizeof(_network_server_name));
UpdateTextBufferSize(&WP(w, querystr_d).text);
if(selected_map==NULL) { // start random new game
DoCommandP(0, Random(), InteractiveRandom(), NULL, CMD_GEN_RANDOM_NEW_GAME);
if (selected_map == NULL) { // start random new game
GenRandomNewGame(Random(), InteractiveRandom());
} else { // load a scenario
char *name;
if ((name = FiosBrowseTo(selected_map)) != NULL) {

@ -176,8 +176,10 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
}
break;
case 14: /* Town names */
if (_game_mode == GM_MENU)
DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_TOWN_NAME_TYPE | CMD_MSG(STR_EMPTY));
if (_game_mode == GM_MENU) {
_opt_ptr->town_name = e->dropdown.index;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
break;
case 17: /* Autosave options */
_opt_ptr->autosave = e->dropdown.index;
@ -205,25 +207,23 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
}
/** Change the side of the road vehicles drive on (server only).
* @param x,y unused
* @param p1 the side of the road; 0 = left side and 1 = right side
* @param p2 unused
*/
int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_opt_ptr->road_side = p1;
InvalidateWindow(WC_GAME_OPTIONS,0);
}
return 0;
}
/* Check boundaries and you can only change this if NO vehicles have been built yet */
if (p1 > 1 || RoadVehiclesAreBuilt()) return CMD_ERROR;
int32 CmdSetTownNameType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_opt_ptr->town_name = p1;
_opt_ptr->road_side = p1;
InvalidateWindow(WC_GAME_OPTIONS,0);
}
return 0;
}
static const Widget _game_options_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 369, 0, 13, STR_00B1_GAME_OPTIONS, STR_018C_WINDOW_TITLE_DRAG_THIS},
@ -369,24 +369,24 @@ static GameOptions _opt_mod_temp;
static void GameDifficultyWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT: {
uint32 click_a, click_b, disabled;
int i;
int y, value;
w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked
case WE_CREATE: /* Setup disabled buttons when creating window */
// disable all other difficulty buttons during gameplay except for 'custom'
w->disabled_state = (_game_mode != GM_NORMAL) ? 0 : (1 << 3) | (1 << 4) | (1 << 5) | (1 << 6);
if (_game_mode == GM_EDITOR)
SETBIT(w->disabled_state, 7);
if (_game_mode == GM_EDITOR) SETBIT(w->disabled_state, 7);
if (_networking) {
SETBIT(w->disabled_state, 7); // disable highscore chart in multiplayer
if (!_network_server)
SETBIT(w->disabled_state, 10); // Disable save-button in multiplayer (and if client)
}
break;
case WE_PAINT: {
uint32 click_a, click_b, disabled;
int i;
int y, value;
w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked
DrawWindowWidgets(w);
click_a = _difficulty_click_a;

@ -1433,7 +1433,7 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v)
* @param p1 train to send to the depot
* @param p2 unused
*/
int32 CmdTrainGotoDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
int32 CmdSendTrainToDepot(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v;
TrainFindDepotData tfdd;

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