/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "heightmap.h" #include "functions.h" #include "table/strings.h" #include "table/sprites.h" #include "window.h" #include "gui.h" #include "gfx.h" #include "strings.h" #include "gfxinit.h" #include "player.h" #include "command.h" #include "sound.h" #include "variables.h" #include "string.h" #include "settings.h" #include "debug.h" #include "genworld.h" #include "network.h" #include "thread.h" #include "date.h" enum { START_DATE_QUERY, SNOW_LINE_QUERY, FLAT_WORLD_HEIGHT_QUERY, LEN_RND_SEED = 11, SEED_EDIT = 15, }; /** * In what 'mode' the GenerateLandscapeWindowProc is. */ typedef enum glwp_modes { GLWP_GENERATE, GLWP_HEIGHTMAP, GLWP_SCENARIO, GLWP_END } glwp_modes; static char _edit_str_buf[LEN_RND_SEED]; static uint _heightmap_x = 0; static uint _heightmap_y = 0; static StringID _heightmap_str = STR_NULL; static bool _goto_editor = false; extern void SwitchMode(int new_mode); static inline void SetNewLandscapeType(byte landscape) { _opt_newgame.landscape = landscape; InvalidateWindowClasses(WC_SELECT_GAME); InvalidateWindowClasses(WC_GENERATE_LANDSCAPE); } // no longer static to allow calling from outside module const Widget _generate_landscape_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL}, { WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 267, 0x0, STR_NULL}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, { WWT_PANEL, RESIZE_NONE, 12, 114, 149, 90, 101, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 150, 161, 90, 101, STR_0225, STR_NULL}, // Mapsize X { WWT_PANEL, RESIZE_NONE, 12, 180, 215, 90, 101, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 216, 227, 90, 101, STR_0225, STR_NULL}, // Mapsize Y { WWT_PANEL, RESIZE_NONE, 12, 114, 163, 112, 123, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 112, 123, STR_0225, STR_NULL}, // Number of towns { WWT_PANEL, RESIZE_NONE, 12, 114, 163, 130, 141, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 130, 141, STR_0225, STR_NULL}, // Number of industries { WWT_PANEL, RESIZE_NONE, 15, 114, 207, 152, 163, 0x0, STR_RANDOM_SEED_HELP}, // Edit box for seed { WWT_TEXTBTN, RESIZE_NONE, 12, 216, 326, 152, 163, STR_RANDOM, STR_RANDOM_HELP}, { WWT_TEXTBTN, RESIZE_NONE, 6, 243, 326, 228, 257, STR_GENERATE, STR_NULL}, // Generate button { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 112, 123, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_PANEL, RESIZE_NONE, 12, 228, 314, 112, 123, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 112, 123, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 130, 141, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, { WWT_PANEL, RESIZE_NONE, 12, 294, 314, 130, 141, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 130, 141, SPR_ARROW_UP, STR_SNOW_LINE_UP}, { WWT_PANEL, RESIZE_NONE, 12, 114, 219, 192, 203, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 192, 203, STR_0225, STR_NULL}, // Tree placer { WWT_PANEL, RESIZE_NONE, 12, 114, 219, 174, 185, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 174, 185, STR_0225, STR_NULL}, // Landscape generator { WWT_PANEL, RESIZE_NONE, 12, 114, 219, 210, 221, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 210, 221, STR_0225, STR_NULL}, // Terrain type { WWT_PANEL, RESIZE_NONE, 12, 113, 219, 228, 239, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 228, 239, STR_0225, STR_NULL}, // Water quantity { WWT_PANEL, RESIZE_NONE, 12, 113, 219, 246, 257, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 246, 257, STR_0225, STR_NULL}, // Map smoothness { WIDGETS_END}, }; const Widget _heightmap_load_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL}, { WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 235, 0x0, STR_NULL}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, { WWT_PANEL, RESIZE_NONE, 12, 114, 149, 112, 123, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 150, 161, 112, 123, STR_0225, STR_NULL}, // Mapsize X { WWT_PANEL, RESIZE_NONE, 12, 180, 215, 112, 123, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 216, 227, 112, 123, STR_0225, STR_NULL}, // Mapsize Y { WWT_PANEL, RESIZE_NONE, 12, 114, 163, 134, 145, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 134, 145, STR_0225, STR_NULL}, // Number of towns { WWT_PANEL, RESIZE_NONE, 12, 114, 163, 152, 163, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 152, 163, STR_0225, STR_NULL}, // Number of industries { WWT_PANEL, RESIZE_NONE, 15, 114, 194, 174, 185, 0x0, STR_RANDOM_SEED_HELP}, // Edit box for seed { WWT_TEXTBTN, RESIZE_NONE, 12, 203, 285, 174, 185, STR_RANDOM, STR_RANDOM_HELP}, { WWT_TEXTBTN, RESIZE_NONE, 6, 243, 326, 196, 225, STR_GENERATE, STR_NULL}, // Generate button { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 134, 145, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_PANEL, RESIZE_NONE, 12, 228, 314, 134, 145, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 134, 145, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 152, 163, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, { WWT_PANEL, RESIZE_NONE, 12, 294, 314, 152, 163, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 152, 163, SPR_ARROW_UP, STR_SNOW_LINE_UP}, { WWT_PANEL, RESIZE_NONE, 12, 114, 219, 196, 207, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 196, 207, STR_0225, STR_NULL}, // Tree placer { WWT_PANEL, RESIZE_NONE, 12, 114, 219, 214, 225, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 214, 225, STR_0225, STR_NULL}, // Heightmap rotation { WIDGETS_END}, }; static void StartGeneratingLandscape(glwp_modes mode) { /* If we want to go to the editor, and aren't yet, we need to delay * it as long as possible, else it gives nasty side-effects (aborting * results in ending up in the SE, which you don't want. Therefor we * use this switch to do it at the very end. */ if (_goto_editor) _game_mode = GM_EDITOR; DeleteWindowByClass(WC_GENERATE_LANDSCAPE); DeleteWindowByClass(WC_INDUSTRY_VIEW); DeleteWindowByClass(WC_TOWN_VIEW); DeleteWindowByClass(WC_LAND_INFO); /* Copy all XXX_newgame to XXX */ UpdatePatches(); _opt_ptr = &_opt; *_opt_ptr = _opt_newgame; /* Load the right landscape stuff */ GfxLoadSprites(); SndPlayFx(SND_15_BEEP); switch (mode) { case GLWP_GENERATE: _switch_mode = (_game_mode == GM_EDITOR) ? SM_GENRANDLAND : SM_NEWGAME; break; case GLWP_HEIGHTMAP: _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP; break; case GLWP_SCENARIO: _switch_mode = SM_EDITOR; break; default: NOT_REACHED(); return; } } static void HeightmapScaledTooMuchCallback(bool ok_clicked) { if (ok_clicked) { Window *w; glwp_modes mode = 0; for (mode = 0; mode < GLWP_END; mode++) { w = FindWindowById(WC_GENERATE_LANDSCAPE, mode); if (w != NULL) StartGeneratingLandscape(mode); } } } void GenerateLandscapeWndProc(Window *w, WindowEvent *e) { static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID}; static const StringID elevations[] = {STR_682A_VERY_FLAT, STR_682B_FLAT, STR_682C_HILLY, STR_682D_MOUNTAINOUS, INVALID_STRING_ID}; static const StringID sea_lakes[] = {STR_VERY_LOW, STR_6820_LOW, STR_6821_MEDIUM, STR_6822_HIGH, INVALID_STRING_ID}; static const StringID smoothness[] = {STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID}; static const StringID tree_placer[] = {STR_CONFIG_PATCHES_TREE_PLACER_NONE, STR_CONFIG_PATCHES_TREE_PLACER_ORIGINAL, STR_CONFIG_PATCHES_TREE_PLACER_IMPROVED, INVALID_STRING_ID}; static const StringID rotation[] = {STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID}; static const StringID landscape[] = {STR_CONFIG_PATCHES_LAND_GENERATOR_ORIGINAL, STR_CONFIG_PATCHES_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID}; static const StringID num_towns[] = {STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID}; static const StringID num_inds[] = {STR_26816_NONE, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID}; uint mode = w->window_number; uint y; switch (e->event) { case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break; case WE_PAINT: /* You can't select smoothness if not terragenesis */ SetWindowWidgetDisabledState(w, 32, _patches_newgame.land_generator == 0); SetWindowWidgetDisabledState(w, 33, _patches_newgame.land_generator == 0); /* Disable snowline if not hilly */ SetWindowWidgetDisabledState(w, 22, _opt_newgame.landscape != LT_HILLY); /* Disable town and industry in SE */ SetWindowWidgetDisabledState(w, 11, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 12, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 13, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 14, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 24, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 25, _game_mode == GM_EDITOR); SetWindowWidgetDisabledState(w, 18, _patches_newgame.starting_year <= MIN_YEAR); SetWindowWidgetDisabledState(w, 20, _patches_newgame.starting_year >= MAX_YEAR); SetWindowWidgetDisabledState(w, 21, _patches_newgame.snow_line_height <= 2 || _opt_newgame.landscape != LT_HILLY); SetWindowWidgetDisabledState(w, 23, _patches_newgame.snow_line_height >= 13 || _opt_newgame.landscape != LT_HILLY); SetWindowWidgetLoweredState(w, 3, _opt_newgame.landscape == LT_NORMAL); SetWindowWidgetLoweredState(w, 4, _opt_newgame.landscape == LT_HILLY); SetWindowWidgetLoweredState(w, 5, _opt_newgame.landscape == LT_DESERT); SetWindowWidgetLoweredState(w, 6, _opt_newgame.landscape == LT_CANDY); DrawWindowWidgets(w); y = (mode == GLWP_HEIGHTMAP) ? 22 : 0; DrawString( 12, 91 + y, STR_MAPSIZE, 0); DrawString(119, 91 + y, mapsizes[_patches_newgame.map_x - 6], 0x10); DrawString(168, 91 + y, STR_BY, 0); DrawString(182, 91 + y, mapsizes[_patches_newgame.map_y - 6], 0x10); DrawString( 12, 113 + y, STR_NUMBER_OF_TOWNS, 0); DrawString( 12, 131 + y, STR_NUMBER_OF_INDUSTRIES, 0); if (_game_mode == GM_EDITOR) { DrawString(118, 113 + y, STR_6836_OFF, 0x10); DrawString(118, 131 + y, STR_6836_OFF, 0x10); } else { DrawString(118, 113 + y, num_towns[_opt_newgame.diff.number_towns], 0x10); DrawString(118, 131 + y, num_inds[_opt_newgame.diff.number_industries], 0x10); } DrawString( 12, 153 + y, STR_RANDOM_SEED, 0); DrawEditBox(w, &WP(w, querystr_d), SEED_EDIT); DrawString(182, 113 + y, STR_DATE, 0); SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1)); DrawStringCentered(271, 113 + y, STR_GENERATE_DATE, 0); DrawString(182, 131 + y, STR_SNOW_LINE_HEIGHT, 0); SetDParam(0, _patches_newgame.snow_line_height); DrawStringCentered(303, 131 + y, STR_SNOW_LINE_HEIGHT_NUM, 0x10); if (mode == GLWP_GENERATE) { DrawString( 12, 175, STR_LAND_GENERATOR, 0); DrawString(118, 175, landscape[_patches_newgame.land_generator], 0x10); DrawString( 12, 193, STR_TREE_PLACER, 0); DrawString(118, 193, tree_placer[_patches_newgame.tree_placer], 0x10); DrawString( 12, 211, STR_TERRAIN_TYPE, 0); DrawString(118, 211, elevations[_opt_newgame.diff.terrain_type], 0x10); DrawString( 12, 229, STR_QUANTITY_OF_SEA_LAKES, 0); DrawString(118, 229, sea_lakes[_opt_newgame.diff.quantity_sea_lakes], 0x10); DrawString( 12, 247, STR_SMOOTHNESS, 0); DrawString(118, 247, smoothness[_patches_newgame.tgen_smoothness], 0x10); } else { char buffer[512]; if (_patches_newgame.heightmap_rotation == HM_CLOCKWISE) { SetDParam(0, _heightmap_y); SetDParam(1, _heightmap_x); } else { SetDParam(0, _heightmap_x); SetDParam(1, _heightmap_y); } GetString(buffer, STR_HEIGHTMAP_SIZE, lastof(buffer)); DrawStringRightAligned(326, 91, STR_HEIGHTMAP_SIZE, 0x10); DrawString( 12, 91, STR_HEIGHTMAP_NAME, 0x10); SetDParam(0, _heightmap_str); DrawStringTruncated(114, 91, STR_ORANGE, 0x10, 326 - 114 - GetStringBoundingBox(buffer).width - 5); DrawString( 12, 197, STR_TREE_PLACER, 0); DrawString(118, 197, tree_placer[_patches_newgame.tree_placer], 0x10); DrawString( 12, 215, STR_HEIGHTMAP_ROTATION, 0); DrawString(118, 215, rotation[_patches_newgame.heightmap_rotation], 0x10); } break; case WE_CLICK: switch (e->we.click.widget) { case 0: DeleteWindow(w); break; case 3: case 4: case 5: case 6: RaiseWindowWidget(w, _opt_newgame.landscape + 3); SetNewLandscapeType(e->we.click.widget - 3); break; case 7: case 8: // Mapsize X ShowDropDownMenu(w, mapsizes, _patches_newgame.map_x - 6, 8, 0, 0); break; case 9: case 10: // Mapsize Y ShowDropDownMenu(w, mapsizes, _patches_newgame.map_y - 6, 10, 0, 0); break; case 11: case 12: // Number of towns ShowDropDownMenu(w, num_towns, _opt_newgame.diff.number_towns, 12, 0, 0); break; case 13: case 14: // Number of industries ShowDropDownMenu(w, num_inds, _opt_newgame.diff.number_industries, 14, 0, 0); break; case 16: // Random seed _patches_newgame.generation_seed = InteractiveRandom(); snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed); UpdateTextBufferSize(&WP(w, querystr_d).text); SetWindowDirty(w); break; case 17: // Generate if (mode == GLWP_HEIGHTMAP && ( _heightmap_x * 2 < (1U << _patches_newgame.map_x) || _heightmap_x / 2 > (1U << _patches_newgame.map_x) || _heightmap_y * 2 < (1U << _patches_newgame.map_y) || _heightmap_y / 2 > (1U << _patches_newgame.map_y))) { ShowQuery(STR_HEIGHTMAP_SCALE_WARNING_CAPTION, STR_HEIGHTMAP_SCALE_WARNING_MESSAGE, HeightmapScaledTooMuchCallback, WC_GENERATE_LANDSCAPE, mode); } else { StartGeneratingLandscape(mode); } break; case 18: case 20: // Year buttons /* Don't allow too fast scrolling */ if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { HandleButtonClick(w, e->we.click.widget); SetWindowDirty(w); _patches_newgame.starting_year = clamp(_patches_newgame.starting_year + e->we.click.widget - 19, MIN_YEAR, MAX_YEAR); } _left_button_clicked = false; break; case 19: // Year text WP(w, def_d).data_3 = START_DATE_QUERY; SetDParam(0, _patches_newgame.starting_year); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, WC_GENERATE_LANDSCAPE, mode, CS_NUMERAL); break; case 21: case 23: // Snow line buttons /* Don't allow too fast scrolling */ if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { HandleButtonClick(w, e->we.click.widget); SetWindowDirty(w); _patches_newgame.snow_line_height = clamp(_patches_newgame.snow_line_height + e->we.click.widget - 22, 2, 13); } _left_button_clicked = false; break; case 22: // Snow line text WP(w, def_d).data_3 = SNOW_LINE_QUERY; SetDParam(0, _patches_newgame.snow_line_height); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_SNOW_LINE_QUERY_CAPT, 3, 100, WC_GENERATE_LANDSCAPE, mode, CS_NUMERAL); break; case 24: case 25: // Tree placer ShowDropDownMenu(w, tree_placer, _patches_newgame.tree_placer, 25, 0, 0); break; case 26: case 27: // Landscape generator OR Heightmap rotation if (mode == GLWP_HEIGHTMAP) { ShowDropDownMenu(w, rotation, _patches_newgame.heightmap_rotation, 27, 0, 0); } else { ShowDropDownMenu(w, landscape, _patches_newgame.land_generator, 27, 0, 0); } break; case 28: case 29: // Terrain type ShowDropDownMenu(w, elevations, _opt_newgame.diff.terrain_type, 29, 0, 0); break; case 30: case 31: // Water quantity ShowDropDownMenu(w, sea_lakes, _opt_newgame.diff.quantity_sea_lakes, 31, 0, 0); break; case 32: case 33: // Map smoothness ShowDropDownMenu(w, smoothness, _patches_newgame.tgen_smoothness, 33, 0, 0); break; } break; case WE_MOUSELOOP: HandleEditBox(w, &WP(w, querystr_d), SEED_EDIT); break; case WE_KEYPRESS: HandleEditBoxKey(w, &WP(w, querystr_d), SEED_EDIT, e); /* the seed is unsigned, therefore atoi cannot be used. * As 2^32 - 1 (MAX_UVALUE(uint32)) is a 'magic' value * (use random seed) it should not be possible to be * entered into the input field; the generate seed * button can be used instead. */ _patches_newgame.generation_seed = minu(strtoul(_edit_str_buf, NULL, 10), MAX_UVALUE(uint32) - 1); break; case WE_DROPDOWN_SELECT: switch (e->we.dropdown.button) { case 8: _patches_newgame.map_x = e->we.dropdown.index + 6; break; case 10: _patches_newgame.map_y = e->we.dropdown.index + 6; break; case 12: _opt_newgame.diff.number_towns = e->we.dropdown.index; if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); DoCommandP(0, 2, _opt_newgame.diff.number_towns, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); break; case 14: _opt_newgame.diff.number_industries = e->we.dropdown.index; if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); DoCommandP(0, 3, _opt_newgame.diff.number_industries, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); break; case 25: _patches_newgame.tree_placer = e->we.dropdown.index; break; case 27: if (mode == GLWP_HEIGHTMAP) { _patches_newgame.heightmap_rotation = e->we.dropdown.index; } else { _patches_newgame.land_generator = e->we.dropdown.index; } break; case 29: _opt_newgame.diff.terrain_type = e->we.dropdown.index; if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); DoCommandP(0, 12, _opt_newgame.diff.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); break; case 31: _opt_newgame.diff.quantity_sea_lakes = e->we.dropdown.index; if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); DoCommandP(0, 13, _opt_newgame.diff.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL); break; case 33: _patches_newgame.tgen_smoothness = e->we.dropdown.index; break; } SetWindowDirty(w); break; case WE_ON_EDIT_TEXT: { if (e->we.edittext.str != NULL) { int32 value = atoi(e->we.edittext.str); switch (WP(w, def_d).data_3) { case START_DATE_QUERY: InvalidateWidget(w, 19); _patches_newgame.starting_year = clamp(value, MIN_YEAR, MAX_YEAR); break; case SNOW_LINE_QUERY: InvalidateWidget(w, 22); _patches_newgame.snow_line_height = clamp(value, 2, 13); break; } SetWindowDirty(w); } break; } } } const WindowDesc _generate_landscape_desc = { WDP_CENTER, WDP_CENTER, 338, 268, WC_GENERATE_LANDSCAPE, 0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _generate_landscape_widgets, GenerateLandscapeWndProc, }; const WindowDesc _heightmap_load_desc = { WDP_CENTER, WDP_CENTER, 338, 236, WC_GENERATE_LANDSCAPE, 0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _heightmap_load_widgets, GenerateLandscapeWndProc, }; static void _ShowGenerateLandscape(glwp_modes mode) { Window *w; /* Don't kill WC_GENERATE_LANDSCAPE:GLWP_SCENARIO, because it resets * _goto_editor, which we maybe need later on. */ DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_GENERATE); DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_HEIGHTMAP); /* Always give a new seed if not editor */ if (_game_mode != GM_EDITOR) _patches_newgame.generation_seed = InteractiveRandom(); if (mode == GLWP_HEIGHTMAP) { if (_heightmap_str != STR_NULL) DeleteName(_heightmap_str); _heightmap_x = 0; _heightmap_y = 0; _heightmap_str = AllocateName(_file_to_saveload.title, 0); /* If the function returns negative, it means there was a problem loading the heightmap */ if (!GetHeightmapDimensions(_file_to_saveload.name, &_heightmap_x, &_heightmap_y)) return; } w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode); if (w != NULL) { querystr_d *querystr = &WP(w, querystr_d); snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed); InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120); querystr->caption = STR_NULL; querystr->afilter = CS_NUMERAL; InvalidateWindow(WC_GENERATE_LANDSCAPE, mode); } } void ShowGenerateLandscape(void) { _ShowGenerateLandscape(GLWP_GENERATE); } void ShowHeightmapLoad(void) { _ShowGenerateLandscape(GLWP_HEIGHTMAP); } void StartNewGameWithoutGUI(uint seed) { /* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */ _patches_newgame.generation_seed = seed; StartGeneratingLandscape(GLWP_GENERATE); } void CreateScenarioWndProc(Window *w, WindowEvent *e) { static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID}; switch (e->event) { case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break; case WE_PAINT: SetWindowWidgetDisabledState(w, 14, _patches_newgame.starting_year <= MIN_YEAR); SetWindowWidgetDisabledState(w, 16, _patches_newgame.starting_year >= MAX_YEAR); SetWindowWidgetDisabledState(w, 17, _patches_newgame.se_flat_world_height <= 0); SetWindowWidgetDisabledState(w, 19, _patches_newgame.se_flat_world_height >= 15); SetWindowWidgetLoweredState(w, 3, _opt_newgame.landscape == LT_NORMAL); SetWindowWidgetLoweredState(w, 4, _opt_newgame.landscape == LT_HILLY); SetWindowWidgetLoweredState(w, 5, _opt_newgame.landscape == LT_DESERT); SetWindowWidgetLoweredState(w, 6, _opt_newgame.landscape == LT_CANDY); DrawWindowWidgets(w); DrawString( 12, 96, STR_MAPSIZE, 0); DrawString(167, 96, mapsizes[_patches_newgame.map_x - 6], 0x10); DrawString(216, 96, STR_BY, 0); DrawString(230, 96, mapsizes[_patches_newgame.map_y - 6], 0x10); DrawString(162, 118, STR_DATE, 0); SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1)); DrawStringCentered(271, 118, STR_GENERATE_DATE, 0); DrawString(162, 136, STR_FLAT_WORLD_HEIGHT, 0); SetDParam(0, _patches_newgame.se_flat_world_height); DrawStringCentered(303, 136, STR_FLAT_WORLD_HEIGHT_NUM, 0x10); break; case WE_CLICK: switch (e->we.click.widget) { case 0: DeleteWindow(w); break; case 3: case 4: case 5: case 6: RaiseWindowWidget(w, _opt_newgame.landscape + 3); SetNewLandscapeType(e->we.click.widget - 3); break; case 7: case 8: // Mapsize X ShowDropDownMenu(w, mapsizes, _patches_newgame.map_x - 6, 8, 0, 0); break; case 9: case 10: // Mapsize Y ShowDropDownMenu(w, mapsizes, _patches_newgame.map_y - 6, 10, 0, 0); break; case 11: // Empty world / flat world StartGeneratingLandscape(GLWP_SCENARIO); break; case 12: // Generate _goto_editor = true; ShowGenerateLandscape(); break; case 13: // Heightmap _goto_editor = true; ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP); break; case 14: case 16: // Year buttons /* Don't allow too fast scrolling */ if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { HandleButtonClick(w, e->we.click.widget); SetWindowDirty(w); _patches_newgame.starting_year = clamp(_patches_newgame.starting_year + e->we.click.widget - 15, MIN_YEAR, MAX_YEAR); } _left_button_clicked = false; break; case 15: // Year text WP(w, def_d).data_3 = START_DATE_QUERY; SetDParam(0, _patches_newgame.starting_year); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, WC_GENERATE_LANDSCAPE, GLWP_SCENARIO, CS_NUMERAL); break; case 17: case 19: // Height level buttons /* Don't allow too fast scrolling */ if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { HandleButtonClick(w, e->we.click.widget); SetWindowDirty(w); _patches_newgame.se_flat_world_height = clamp(_patches_newgame.se_flat_world_height + e->we.click.widget - 18, 0, 15); } _left_button_clicked = false; break; case 18: // Height level text WP(w, def_d).data_3 = FLAT_WORLD_HEIGHT_QUERY; SetDParam(0, _patches_newgame.se_flat_world_height); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_FLAT_WORLD_HEIGHT_QUERY_CAPT, 3, 100, WC_GENERATE_LANDSCAPE, GLWP_SCENARIO, CS_NUMERAL); break; } break; case WE_DROPDOWN_SELECT: switch (e->we.dropdown.button) { case 8: _patches_newgame.map_x = e->we.dropdown.index + 6; break; case 10: _patches_newgame.map_y = e->we.dropdown.index + 6; break; } SetWindowDirty(w); break; case WE_DESTROY: _goto_editor = false; break; case WE_ON_EDIT_TEXT: { if (e->we.edittext.str != NULL) { int32 value = atoi(e->we.edittext.str); switch (WP(w, def_d).data_3) { case START_DATE_QUERY: InvalidateWidget(w, 15); _patches_newgame.starting_year = clamp(value, MIN_YEAR, MAX_YEAR); break; case FLAT_WORLD_HEIGHT_QUERY: InvalidateWidget(w, 18); _patches_newgame.se_flat_world_height = clamp(value, 0, 15); break; } SetWindowDirty(w); } break; } } } const Widget _create_scenario_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_SE_CAPTION, STR_NULL}, { WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 179, 0x0, STR_NULL}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, { WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, { WWT_PANEL, RESIZE_NONE, 12, 162, 197, 95, 106, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 198, 209, 95, 106, STR_0225, STR_NULL}, // Mapsize X { WWT_PANEL, RESIZE_NONE, 12, 228, 263, 95, 106, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 12, 264, 275, 95, 106, STR_0225, STR_NULL}, // Mapsize Y { WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 117, 128, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // Empty (sea-level) map { WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 135, 146, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // Generate { WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 153, 164, STR_LOAD_GAME_HEIGHTMAP, STR_LOAD_SCEN_HEIGHTMAP}, // Heightmap { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 117, 128, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_PANEL, RESIZE_NONE, 12, 228, 314, 117, 128, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 117, 128, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 135, 146, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN}, { WWT_PANEL, RESIZE_NONE, 12, 294, 314, 135, 146, 0x0, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 135, 146, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP}, { WIDGETS_END}, }; const WindowDesc _create_scenario_desc = { WDP_CENTER, WDP_CENTER, 338, 180, WC_GENERATE_LANDSCAPE, 0, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _create_scenario_widgets, CreateScenarioWndProc, }; void ShowCreateScenario(void) { DeleteWindowByClass(WC_GENERATE_LANDSCAPE); AllocateWindowDescFront(&_create_scenario_desc, GLWP_SCENARIO); } static const Widget _show_terrain_progress_widgets[] = { { WWT_CAPTION, RESIZE_NONE, 14, 0, 180, 0, 13, STR_GENERATION_WORLD, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_PANEL, RESIZE_NONE, 14, 0, 180, 14, 96, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 15, 20, 161, 74, 85, STR_GENERATION_ABORT, STR_NULL}, // Abort button { WIDGETS_END}, }; typedef struct tp_info { uint percent; StringID class; uint current; uint total; int timer; } tp_info; static tp_info _tp; static void AbortGeneratingWorldCallback(bool ok_clicked) { if (ok_clicked) AbortGeneratingWorld(); else if (IsGeneratingWorld() && !IsGeneratingWorldAborted()) SetMouseCursor(SPR_CURSOR_ZZZ); } static void ShowTerrainProgressProc(Window* w, WindowEvent* e) { switch (e->event) { case WE_CLICK: switch (e->we.click.widget) { case 2: if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE); ShowQuery(STR_GENERATION_ABORT_CAPTION, STR_GENERATION_ABORT_MESSAGE, AbortGeneratingWorldCallback, WC_GENERATE_PROGRESS_WINDOW, 0); break; } break; case WE_PAINT: DrawWindowWidgets(w); /* Draw the % complete with a bar and a text */ DrawFrameRect(19, 20, (w->width - 18), 37, 14, FR_BORDERONLY); DrawFrameRect(20, 21, (int)((w->width - 40) * _tp.percent / 100) + 20, 36, 10, 0); SetDParam(0, _tp.percent); DrawStringCentered(90, 25, STR_PROGRESS, 0); /* Tell which class we are generating */ DrawStringCentered(90, 46, _tp.class, 0); /* And say where we are in that class */ SetDParam(0, _tp.current); SetDParam(1, _tp.total); DrawStringCentered(90, 58, STR_GENERATION_PROGRESS, 0); SetWindowDirty(w); break; } } static const WindowDesc _show_terrain_progress_desc = { WDP_CENTER, WDP_CENTER, 181, 97, WC_GENERATE_PROGRESS_WINDOW, 0, WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _show_terrain_progress_widgets, ShowTerrainProgressProc }; /** * Initializes the progress counters to the starting point. */ void PrepareGenerateWorldProgress(void) { _tp.class = STR_WORLD_GENERATION; _tp.current = 0; _tp.total = 0; _tp.percent = 0; _tp.timer = 0; // Forces to paint the progress window immediatelly } /** * Show the window where a user can follow the process of the map generation. */ void ShowGenerateWorldProgress(void) { AllocateWindowDescFront(&_show_terrain_progress_desc, 0); } static void _SetGeneratingWorldProgress(gwp_class class, uint progress, uint total) { static const int percent_table[GWP_CLASS_COUNT + 1] = {0, 5, 15, 20, 40, 60, 65, 80, 85, 99, 100 }; static const StringID class_table[GWP_CLASS_COUNT] = { STR_WORLD_GENERATION, STR_022E_LANDSCAPE_GENERATION, STR_CLEARING_TILES, STR_022F_TOWN_GENERATION, STR_0230_INDUSTRY_GENERATION, STR_UNMOVABLE_GENERATION, STR_TREE_GENERATION, STR_SETTINGUP_GAME, STR_PREPARING_TILELOOP, STR_PREPARING_GAME }; assert(class < GWP_CLASS_COUNT); /* Do not run this function if we aren't in a thread */ if (!IsGenerateWorldThreaded() && !_network_dedicated) return; if (IsGeneratingWorldAborted()) HandleGeneratingWorldAbortion(); if (total == 0) { assert(_tp.class == class_table[class]); _tp.current += progress; } else { _tp.class = class_table[class]; _tp.current = progress; _tp.total = total; _tp.percent = percent_table[class]; } /* Don't update the screen too often. So update it once in the * _patches.progress_update_interval. However, the _tick_counter * increases with 8 every 30ms, so compensate for that. */ if (!_network_dedicated && _tp.timer != 0 && _timer_counter - _tp.timer < (_patches.progress_update_interval * 8 / 30)) return; /* Percentage is about the number of completed tasks, so 'current - 1' */ _tp.percent = percent_table[class] + (percent_table[class + 1] - percent_table[class]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total; _tp.timer = _timer_counter; if (_network_dedicated) { static uint last_percent = 0; /* Never display 0% */ if (_tp.percent == 0) return; /* Reset if percent is lower then the last recorded */ if (_tp.percent < last_percent) last_percent = 0; /* Display every 5%, but 6% is also very valid.. just not smaller steps then 5% */ if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return; /* Never show steps smaller then 2%, even if it is a mod 5% */ if (_tp.percent <= last_percent + 2) return; DEBUG(net, 1)("Percent complete: %d", _tp.percent); last_percent = _tp.percent; /* Don't continue as dedicated never has a thread running */ return; } InvalidateWindow(WC_GENERATE_PROGRESS_WINDOW, 0); MarkWholeScreenDirty(); SetGeneratingWorldPaintStatus(true); /* We wait here till the paint is done, so we don't read and write * on the same tile at the same moment. Nasty hack, but that happens * if you implement threading afterwards */ while (IsGeneratingWorldReadyForPaint()) { CSleep(10); } } /** * Set the total of a stage of the world generation. * @param class the current class we are in. * @param total Set the total expected items for this class. * * Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always. * Also, progress works if total is zero, total works if progress is zero. */ void SetGeneratingWorldProgress(gwp_class class, uint total) { if (total == 0) return; _SetGeneratingWorldProgress(class, 0, total); } /** * Increases the current stage of the world generation with one. * @param class the current class we are in. * * Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always. * Also, progress works if total is zero, total works if progress is zero. */ void IncreaseGeneratingWorldProgress(gwp_class class) { /* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */ _SetGeneratingWorldProgress(class, 1, 0); }