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-rw-r--r--src/genworld.cpp4
-rw-r--r--src/lang/english.txt8
-rw-r--r--src/town.h5
-rw-r--r--src/town_cmd.cpp35
-rw-r--r--src/town_gui.cpp47
5 files changed, 72 insertions, 27 deletions
diff --git a/src/genworld.cpp b/src/genworld.cpp
index cf50e8eb3..710552eff 100644
--- a/src/genworld.cpp
+++ b/src/genworld.cpp
@@ -26,13 +26,13 @@
#include "saveload/saveload.h"
#include "void_map.h"
#include "settings_type.h"
+#include "town.h"
#include "table/sprites.h"
void GenerateClearTile();
void GenerateIndustries();
void GenerateUnmovables();
-bool GenerateTowns();
void GenerateTrees();
void StartupEconomy();
@@ -121,7 +121,7 @@ static void _GenerateWorld(void *arg)
/* only generate towns, tree and industries in newgame mode. */
if (_game_mode != GM_EDITOR) {
- GenerateTowns();
+ GenerateTowns(_settings_game.economy.town_layout);
GenerateIndustries();
GenerateUnmovables();
GenerateTrees();
diff --git a/src/lang/english.txt b/src/lang/english.txt
index 785cfa425..2a4b2a3d7 100644
--- a/src/lang/english.txt
+++ b/src/lang/english.txt
@@ -764,6 +764,14 @@ STR_SCENARIO_EDITOR_CITY :{BLACK}City
STR_02A4_SELECT_TOWN_SIZE :{BLACK}Select town size
STR_02A5_TOWN_SIZE :{YELLOW}Town size:
+STR_TOWN_ROAD_LAYOUT :{YELLOW}Town road layout:
+STR_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Select road layout used for this town
+STR_SELECT_LAYOUT_ORIGINAL :{BLACK}Original
+STR_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Better roads
+STR_SELECT_LAYOUT_2X2_GRID :{BLACK}2x2 grid
+STR_SELECT_LAYOUT_3X3_GRID :{BLACK}3x3 grid
+STR_SELECT_LAYOUT_RANDOM :{BLACK}Random
+
STR_02B6 :{STRING} - {STRING5}
STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS :{BLACK}Show last message or news report
STR_OFF :Off
diff --git a/src/town.h b/src/town.h
index 62a6b2524..c90d74a23 100644
--- a/src/town.h
+++ b/src/town.h
@@ -184,7 +184,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
inline bool IsValid() const { return this->xy != INVALID_TILE; }
- void InitializeLayout();
+ void InitializeLayout(TownLayout layout);
/** Calculate the max town noise
* The value is counted using the population divided by the content of the
@@ -250,7 +250,7 @@ void UpdateAllTownVirtCoords();
void InitializeTown();
void ShowTownViewWindow(TownID town);
void ExpandTown(Town *t);
-Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size);
+Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout);
enum {
ROAD_REMOVE = 0,
@@ -358,6 +358,7 @@ void ChangeTownRating(Town *t, int add, int max);
HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
void SetTownRatingTestMode(bool mode);
uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
+bool GenerateTowns(TownLayout layout);
/**
* Calculate a hash value from a tile position
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 4a5600d03..31eb1c609 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -115,10 +115,10 @@ Town::~Town()
/**
* Assigns town layout. If Random, generates one based on TileHash.
*/
-void Town::InitializeLayout()
+void Town::InitializeLayout(TownLayout layout)
{
- if (_settings_game.economy.town_layout != TL_RANDOM) {
- this->layout = _settings_game.economy.town_layout;
+ if (layout != TL_RANDOM) {
+ this->layout = layout;
return;
}
@@ -1428,7 +1428,7 @@ void UpdateTownMaxPass(Town *t)
* @param size_mode How the size should be determined
* @param size Parameter for size determination
*/
-static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
+static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size, TownLayout layout)
{
extern int _nb_orig_names;
@@ -1478,7 +1478,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
UpdateTownVirtCoord(t);
InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
- t->InitializeLayout();
+ t->InitializeLayout(layout);
/* Random town size. */
int x = (Random() & 0xF) + 8;
@@ -1521,14 +1521,21 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
* as it might be possible in the future to fund your own town :)
* @param tile coordinates where town is built
* @param flags type of operation
- * @param p1 size of the town (0 = small, 1 = medium, 2 = large)
+ * @param p1 0..15 size of the town (0 = small, 1 = medium, 2 = large)
+ * 16..31 town road layout
* @param p2 size mode (@see TownSizeMode)
*/
CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
{
/* Only in the scenario editor */
if (_game_mode != GM_EDITOR) return CMD_ERROR;
- if (p2 > TSM_CITY) return CMD_ERROR;
+
+ TownSizeMode tsm = (TownSizeMode)p2;
+ uint size = GB(p1, 0, 16);
+ TownLayout layout = (TownLayout)GB(p1, 16, 16);
+
+ if (tsm > TSM_CITY) return CMD_ERROR;
+ if (layout > TL_RANDOM) return CMD_ERROR;
/* Check if too close to the edge of map */
if (DistanceFromEdge(tile) < 12)
@@ -1557,21 +1564,21 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, con
Town *t = new Town(tile);
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
- DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
+ DoCreateTown(t, tile, townnameparts, tsm, size, layout);
UpdateNearestTownForRoadTiles(false);
_generating_world = false;
}
return CommandCost();
}
-Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
+Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout)
{
if (!Town::CanAllocateItem()) return NULL;
do {
/* Generate a tile index not too close from the edge */
TileIndex tile = RandomTile();
- switch (_settings_game.economy.town_layout) {
+ switch (layout) {
case TL_2X2_GRID:
tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
break;
@@ -1596,7 +1603,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
/* Allocate a town struct */
Town *t = new Town(tile);
- DoCreateTown(t, tile, townnameparts, mode, size);
+ DoCreateTown(t, tile, townnameparts, mode, size, layout);
return t;
} while (--attempts != 0);
@@ -1605,7 +1612,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
-bool GenerateTowns()
+bool GenerateTowns(TownLayout layout)
{
uint num = 0;
uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
@@ -1617,12 +1624,12 @@ bool GenerateTowns()
IncreaseGeneratingWorldProgress(GWP_TOWN);
/* try 20 times to create a random-sized town for the first loop. */
TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
- if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++;
+ if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size, layout) != NULL) num++;
if (num_cities > 0) num_cities--;
} while (--n);
/* give it a last try, but now more aggressive */
- if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) {
+ if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0, layout) == NULL) {
if (GetNumTowns() == 0) {
/* XXX - can we handle that more gracefully? */
if (_game_mode != GM_EDITOR) usererror("Could not generate any town");
diff --git a/src/town_gui.cpp b/src/town_gui.cpp
index d887dcc7b..56fdb653a 100644
--- a/src/town_gui.cpp
+++ b/src/town_gui.cpp
@@ -28,8 +28,8 @@
typedef GUIList<const Town*> GUITownList;
-extern bool GenerateTowns();
static int _scengen_town_size = 1; // depress medium-sized towns per default
+static TownLayout _scengen_town_layout;
static const Widget _town_authority_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX
@@ -603,24 +603,35 @@ void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
static void PlaceProc_Town(TileIndex tile)
{
- uint32 size = min(_scengen_town_size, (int)TSM_CITY);
- uint32 mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED;
- DoCommandP(tile, size, mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
+ uint32 size = min(_scengen_town_size, 2);
+ uint32 mode = _scengen_town_size > 2 ? TSM_CITY : TSM_FIXED;
+ uint32 layout = _scengen_town_layout;
+ DoCommandP(tile, size | (layout << 16), mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
}
static const Widget _scen_edit_town_gen_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_STICKYBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 148, 159, 0, 13, 0x0, STR_STICKY_BUTTON},
-{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 94, 0x0, STR_NULL},
+{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 146, 0x0, STR_NULL},
+
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 16, 27, STR_0234_NEW_TOWN, STR_0235_CONSTRUCT_NEW_TOWN},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 29, 40, STR_023D_RANDOM_TOWN, STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 42, 53, STR_MANY_RANDOM_TOWNS, STR_RANDOM_TOWNS_TIP},
+
+{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 53, 68, 79, STR_02A1_SMALL, STR_02A4_SELECT_TOWN_SIZE},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 54, 105, 68, 79, STR_02A2_MEDIUM, STR_02A4_SELECT_TOWN_SIZE},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 106, 157, 68, 79, STR_02A3_LARGE, STR_02A4_SELECT_TOWN_SIZE},
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 81, 92, STR_SCENARIO_EDITOR_CITY, STR_02A4_SELECT_TOWN_SIZE},
-{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL},
+
+{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 93, 106, STR_TOWN_ROAD_LAYOUT, STR_NULL},
+{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 107, 118, STR_SELECT_LAYOUT_ORIGINAL, STR_SELECT_TOWN_ROAD_LAYOUT},
+{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 107, 118, STR_SELECT_LAYOUT_BETTER_ROADS, STR_SELECT_TOWN_ROAD_LAYOUT},
+{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 120, 131, STR_SELECT_LAYOUT_2X2_GRID, STR_SELECT_LAYOUT_2X2_GRID},
+{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 120, 131, STR_SELECT_LAYOUT_3X3_GRID, STR_SELECT_TOWN_ROAD_LAYOUT},
+{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 133, 144, STR_SELECT_LAYOUT_RANDOM, STR_SELECT_TOWN_ROAD_LAYOUT},
+
{ WIDGETS_END},
};
@@ -631,10 +642,17 @@ private:
TSEW_NEWTOWN = 4,
TSEW_RANDOMTOWN,
TSEW_MANYRANDOMTOWNS,
+ TSEW_TOWNSIZE,
TSEW_SMALLTOWN,
TSEW_MEDIUMTOWN,
TSEW_LARGETOWN,
TSEW_CITY,
+ TSEW_TOWNLAYOUT,
+ TSEW_LAYOUT_ORIGINAL,
+ TSEW_LAYOUT_BETTER,
+ TSEW_LAYOUT_GRID2,
+ TSEW_LAYOUT_GRID3,
+ TSEW_LAYOUT_RANDOM,
};
public:
@@ -642,6 +660,8 @@ public:
{
this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
this->FindWindowPlacementAndResize(desc);
+ _scengen_town_layout = _settings_game.economy.town_layout;
+ this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
}
virtual void OnPaint()
@@ -664,7 +684,7 @@ public:
this->HandleButtonClick(TSEW_RANDOMTOWN);
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
- t = CreateRandomTown(20, mode, size);
+ t = CreateRandomTown(20, mode, size, _scengen_town_layout);
UpdateNearestTownForRoadTiles(false);
_generating_world = false;
@@ -680,7 +700,7 @@ public:
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
- if (!GenerateTowns()) {
+ if (!GenerateTowns(_scengen_town_layout)) {
ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
}
UpdateNearestTownForRoadTiles(false);
@@ -693,6 +713,14 @@ public:
this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
this->SetDirty();
break;
+
+ case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2:
+ case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM:
+ this->RaiseWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
+ _scengen_town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL);
+ this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
+ this->SetDirty();
+ break;
}
}
@@ -712,12 +740,13 @@ public:
{
this->RaiseButtons();
this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
+ this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
this->SetDirty();
}
};
static const WindowDesc _scen_edit_town_gen_desc = {
- WDP_AUTO, WDP_AUTO, 160, 95, 160, 95,
+ WDP_AUTO, WDP_AUTO, 160, 147, 160, 147,
WC_SCEN_TOWN_GEN, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
_scen_edit_town_gen_widgets,