/* $Id$ */ /** @file genworld_gui.cpp GUI to configure and show progress during map generation. */ #include "stdafx.h" #include "openttd.h" #include "heightmap.h" #include "gui.h" #include "window_gui.h" #include "textbuf_gui.h" #include "gfxinit.h" #include "command_func.h" #include "variables.h" #include "settings_func.h" #include "debug.h" #include "genworld.h" #include "network/network.h" #include "thread.h" #include "newgrf_config.h" #include "strings_func.h" #include "window_func.h" #include "date_func.h" #include "sound_func.h" #include "fios.h" #include "string_func.h" #include "gfx_func.h" #include "settings_type.h" #include "widgets/dropdown_type.h" #include "widgets/dropdown_func.h" #include "core/random_func.hpp" #include "landscape_type.h" #include "querystring_gui.h" #include "table/strings.h" #include "table/sprites.h" /** * In what 'mode' the GenerateLandscapeWindowProc is. */ enum glwp_modes { GLWP_GENERATE, GLWP_HEIGHTMAP, GLWP_SCENARIO, GLWP_END }; extern void SwitchMode(int new_mode); static inline void SetNewLandscapeType(byte landscape) { _settings_newgame.game_creation.landscape = landscape; InvalidateWindowClasses(WC_SELECT_GAME); InvalidateWindowClasses(WC_GENERATE_LANDSCAPE); } enum GenerateLandscapeWindowWidgets { GLAND_TEMPERATE = 3, GLAND_ARCTIC, GLAND_TROPICAL, GLAND_TOYLAND, GLAND_MAPSIZE_X_TEXT, GLAND_MAPSIZE_X_PULLDOWN, GLAND_MAPSIZE_Y_TEXT, GLAND_MAPSIZE_Y_PULLDOWN, GLAND_TOWN_TEXT, GLAND_TOWN_PULLDOWN, GLAND_INDUSTRY_TEXT, GLAND_INDUSTRY_PULLDOWN, GLAND_RANDOM_TEXT, GLAND_RANDOM_EDITBOX, GLAND_RANDOM_BUTTON, GLAND_GENERATE_BUTTON, GLAND_START_DATE_TEXT1, GLAND_START_DATE_DOWN, GLAND_START_DATE_TEXT, GLAND_START_DATE_UP, GLAND_SNOW_LEVEL_TEXT1, GLAND_SNOW_LEVEL_DOWN, GLAND_SNOW_LEVEL_TEXT, GLAND_SNOW_LEVEL_UP, GLAND_TREE_TEXT, GLAND_TREE_PULLDOWN, GLAND_LANDSCAPE_TEXT, GLAND_LANDSCAPE_PULLDOWN, GLAND_HEIGHTMAP_ROTATION_TEXT = GLAND_LANDSCAPE_TEXT, GLAND_HEIGHTMAP_ROTATION_PULLDOWN = GLAND_LANDSCAPE_PULLDOWN, GLAND_TERRAIN_TEXT, GLAND_TERRAIN_PULLDOWN, GLAND_WATER_TEXT, GLAND_WATER_PULLDOWN, GLAND_SMOOTHNESS_TEXT, GLAND_SMOOTHNESS_PULLDOWN }; static 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_TEXT, RESIZE_NONE, 0, 12, 110, 91, 101, STR_MAPSIZE, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 161, 90, 101, STR_NUM_1, STR_NULL}, // Mapsize X { WWT_TEXT, RESIZE_NONE, 0, 168, 176, 91, 101, STR_BY, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 180, 227, 90, 101, STR_NUM_2, STR_NULL}, // Mapsize Y { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 113, 123, STR_NUMBER_OF_TOWNS, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 175, 112, 123, 0x0, STR_NULL}, // Number of towns { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 131, 141, STR_NUMBER_OF_INDUSTRIES, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 175, 130, 141, 0x0, STR_NULL}, // Number of industries { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 153, 163, STR_RANDOM_SEED, STR_NULL}, { WWT_EDITBOX, RESIZE_NONE, 15, 114, 207, 152, 163, STR_RANDOM_SEED_OSKTITLE, 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_TEXT, RESIZE_NONE, 0, 182, 212, 113, 123, STR_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 112, 123, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_TEXTBTN, RESIZE_NONE, 12, 228, 314, 112, 123, STR_GENERATE_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 112, 123, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_TEXT, RESIZE_NONE, 0, 182, 278, 131, 141, STR_SNOW_LINE_HEIGHT, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 130, 141, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, { WWT_TEXTBTN, RESIZE_NONE, 12, 294, 314, 130, 141, STR_NUM_3, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 130, 141, SPR_ARROW_UP, STR_SNOW_LINE_UP}, { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 193, 203, STR_TREE_PLACER, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 192, 203, 0x0, STR_NULL}, // Tree placer { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 175, 185, STR_LAND_GENERATOR, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 174, 185, 0x0, STR_NULL}, // Landscape generator { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 211, 221, STR_TERRAIN_TYPE, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 210, 221, 0x0, STR_NULL}, // Terrain type { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 229, 239, STR_QUANTITY_OF_SEA_LAKES, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 228, 239, 0x0, STR_NULL}, // Water quantity { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 245, 257, STR_SMOOTHNESS, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 246, 257, 0x0, STR_NULL}, // Map smoothness { WIDGETS_END}, }; static 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_TEXT, RESIZE_NONE, 0, 12, 110, 113, 123, STR_MAPSIZE, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 161, 112, 123, STR_NUM_1, STR_NULL}, // Mapsize X { WWT_TEXT, RESIZE_NONE, 0, 168, 176, 113, 123, STR_BY, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 180, 227, 112, 123, STR_NUM_2, STR_NULL}, // Mapsize Y { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 135, 145, STR_NUMBER_OF_TOWNS, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 175, 134, 145, 0x0, STR_NULL}, // Number of towns { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 153, 163, STR_NUMBER_OF_INDUSTRIES, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 175, 152, 163, 0x0, STR_NULL}, // Number of industries { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 175, 185, STR_RANDOM_SEED, STR_NULL}, { WWT_EDITBOX, RESIZE_NONE, 15, 114, 207, 174, 185, STR_RANDOM_SEED_OSKTITLE, STR_RANDOM_SEED_HELP}, // Edit box for seed { WWT_TEXTBTN, RESIZE_NONE, 12, 216, 326, 174, 185, STR_RANDOM, STR_RANDOM_HELP}, { WWT_TEXTBTN, RESIZE_NONE, 6, 243, 326, 196, 225, STR_GENERATE, STR_NULL}, // Generate button { WWT_TEXT, RESIZE_NONE, 0, 182, 212, 135, 145, STR_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 134, 145, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_TEXTBTN, RESIZE_NONE, 12, 228, 314, 134, 145, STR_GENERATE_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 134, 145, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_TEXT, RESIZE_NONE, 0, 182, 278, 153, 163, STR_SNOW_LINE_HEIGHT, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 152, 163, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, { WWT_TEXTBTN, RESIZE_NONE, 12, 294, 314, 152, 163, STR_NUM_3, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 152, 163, SPR_ARROW_UP, STR_SNOW_LINE_UP}, { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 197, 207, STR_TREE_PLACER, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 196, 207, STR_0225, STR_NULL}, // Tree placer { WWT_TEXT, RESIZE_NONE, 0, 12, 110, 215, 225, STR_HEIGHTMAP_ROTATION, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 114, 231, 214, 225, STR_0225, STR_NULL}, // Heightmap rotation { WIDGETS_END}, }; void StartGeneratingLandscape(glwp_modes mode) { DeleteAllNonVitalWindows(); /* Copy all XXX_newgame to XXX when coming from outside the editor */ _settings_game = _settings_newgame; ResetGRFConfig(true); 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(); } } static void LandscapeGenerationCallback(Window *w, bool confirmed) { if (confirmed) StartGeneratingLandscape((glwp_modes)w->window_number); } static DropDownList *BuildMapsizeDropDown() { DropDownList *list = new DropDownList(); for (uint i = 6; i <= 11; i++) { DropDownListParamStringItem *item = new DropDownListParamStringItem(STR_JUST_INT, i, false); item->SetParam(0, 1 << i); list->push_back(item); } return list; } 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_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID}; static const StringID _num_inds[] = {STR_NONE, STR_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID}; struct GenerateLandscapeWindow : public QueryStringBaseWindow { uint widget_id; uint x; uint y; char name[64]; glwp_modes mode; GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(11, desc, number) { this->LowerWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE); snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed); InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size, 120); this->caption = STR_NULL; this->afilter = CS_NUMERAL; this->mode = (glwp_modes)this->window_number; this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { /* You can't select smoothness if not terragenesis */ if (mode == GLWP_GENERATE) { this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0); } /* Disable snowline if not hilly */ this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC); /* Disable town, industry and trees in SE */ this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR); this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR); this->SetWidgetDisabledState(GLAND_TREE_PULLDOWN, _game_mode == GM_EDITOR); this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR); this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR); this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _settings_newgame.game_creation.landscape != LT_ARCTIC); this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC); this->SetWidgetLoweredState(GLAND_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE); this->SetWidgetLoweredState(GLAND_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC); this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC); this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND); if (_game_mode == GM_EDITOR) { this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF; this->widget[GLAND_INDUSTRY_PULLDOWN].data = STR_6836_OFF; } else { this->widget[GLAND_TOWN_PULLDOWN].data = _num_towns[_settings_newgame.difficulty.number_towns]; this->widget[GLAND_INDUSTRY_PULLDOWN].data = _num_inds[_settings_newgame.difficulty.number_industries]; } if (mode == GLWP_GENERATE) { this->widget[GLAND_LANDSCAPE_PULLDOWN].data = _landscape[_settings_newgame.game_creation.land_generator]; this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer]; this->widget[GLAND_TERRAIN_PULLDOWN].data = _elevations[_settings_newgame.difficulty.terrain_type]; this->widget[GLAND_WATER_PULLDOWN].data = _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes]; this->widget[GLAND_SMOOTHNESS_PULLDOWN].data = _smoothness[_settings_newgame.game_creation.tgen_smoothness]; } else { this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer]; this->widget[GLAND_HEIGHTMAP_ROTATION_PULLDOWN].data = _rotation[_settings_newgame.game_creation.heightmap_rotation]; } /* Set parameters for widget text that requires them. */ SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // GLAND_START_DATE_TEXT SetDParam(1, 1 << _settings_newgame.game_creation.map_x); // GLAND_MAPSIZE_X_PULLDOWN SetDParam(2, 1 << _settings_newgame.game_creation.map_y); // GLAND_MAPSIZE_Y_PULLDOWN SetDParam(3, _settings_newgame.game_creation.snow_line_height); // GLAND_SNOW_LEVEL_TEXT this->DrawWidgets(); this->DrawEditBox(GLAND_RANDOM_EDITBOX); if (mode != GLWP_GENERATE) { char buffer[512]; if (_settings_newgame.game_creation.heightmap_rotation == HM_CLOCKWISE) { SetDParam(0, this->y); SetDParam(1, this->x); } else { SetDParam(0, this->x); SetDParam(1, this->y); } GetString(buffer, STR_HEIGHTMAP_SIZE, lastof(buffer)); DrawStringRightAligned(326, 91, STR_HEIGHTMAP_SIZE, TC_BLACK); DrawString( 12, 91, STR_HEIGHTMAP_NAME, TC_BLACK); SetDParamStr(0, this->name); DrawStringTruncated(114, 91, STR_JUST_RAW_STRING, TC_ORANGE, 326 - 114 - GetStringBoundingBox(buffer).width - 5); } } virtual void OnClick(Point pt, int widget) { switch (widget) { case 0: delete this; break; case GLAND_TEMPERATE: case GLAND_ARCTIC: case GLAND_TROPICAL: case GLAND_TOYLAND: this->RaiseWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE); SetNewLandscapeType(widget - GLAND_TEMPERATE); break; case GLAND_MAPSIZE_X_PULLDOWN: // Mapsize X ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, GLAND_MAPSIZE_X_PULLDOWN); break; case GLAND_MAPSIZE_Y_PULLDOWN: // Mapsize Y ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, GLAND_MAPSIZE_Y_PULLDOWN); break; case GLAND_TOWN_PULLDOWN: // Number of towns ShowDropDownMenu(this, _num_towns, _settings_newgame.difficulty.number_towns, GLAND_TOWN_PULLDOWN, 0, 0); break; case GLAND_INDUSTRY_PULLDOWN: // Number of industries ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0); break; case GLAND_RANDOM_BUTTON: // Random seed _settings_newgame.game_creation.generation_seed = InteractiveRandom(); snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed); UpdateTextBufferSize(&this->text); this->SetDirty(); break; case GLAND_RANDOM_EDITBOX: // edit box for random seed ShowOnScreenKeyboard(this, GLAND_RANDOM_EDITBOX, 0, 0); break; case GLAND_GENERATE_BUTTON: // Generate _settings_game = _settings_newgame; if (_settings_game.economy.town_layout == TL_NO_ROADS) { ShowQuery( STR_TOWN_LAYOUT_WARNING_CAPTION, STR_TOWN_LAYOUT_WARNING_MESSAGE, this, LandscapeGenerationCallback); } else if (mode == GLWP_HEIGHTMAP && (this->x * 2 < (1U << _settings_newgame.game_creation.map_x) || this->x / 2 > (1U << _settings_newgame.game_creation.map_x) || this->y * 2 < (1U << _settings_newgame.game_creation.map_y) || this->y / 2 > (1U << _settings_newgame.game_creation.map_y))) { ShowQuery( STR_HEIGHTMAP_SCALE_WARNING_CAPTION, STR_HEIGHTMAP_SCALE_WARNING_MESSAGE, this, LandscapeGenerationCallback); } else { StartGeneratingLandscape(mode); } break; case GLAND_START_DATE_DOWN: case GLAND_START_DATE_UP: // Year buttons /* Don't allow too fast scrolling */ if ((this->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { this->HandleButtonClick(widget); this->SetDirty(); _settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - GLAND_START_DATE_TEXT, MIN_YEAR, MAX_YEAR); } _left_button_clicked = false; break; case GLAND_START_DATE_TEXT: // Year text this->widget_id = GLAND_START_DATE_TEXT; SetDParam(0, _settings_newgame.game_creation.starting_year); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, this, CS_NUMERAL); break; case GLAND_SNOW_LEVEL_DOWN: case GLAND_SNOW_LEVEL_UP: // Snow line buttons /* Don't allow too fast scrolling */ if ((this->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { this->HandleButtonClick(widget); this->SetDirty(); _settings_newgame.game_creation.snow_line_height = Clamp(_settings_newgame.game_creation.snow_line_height + widget - GLAND_SNOW_LEVEL_TEXT, 2, MAX_SNOWLINE_HEIGHT); } _left_button_clicked = false; break; case GLAND_SNOW_LEVEL_TEXT: // Snow line text this->widget_id = GLAND_SNOW_LEVEL_TEXT; SetDParam(0, _settings_newgame.game_creation.snow_line_height); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_SNOW_LINE_QUERY_CAPT, 3, 100, this, CS_NUMERAL); break; case GLAND_TREE_PULLDOWN: // Tree placer ShowDropDownMenu(this, _tree_placer, _settings_newgame.game_creation.tree_placer, GLAND_TREE_PULLDOWN, 0, 0); break; case GLAND_LANDSCAPE_PULLDOWN: // Landscape generator OR Heightmap rotation /* case GLAND_HEIGHTMAP_ROTATION_TEXT: case GLAND_HEIGHTMAP_ROTATION_PULLDOWN:*/ if (mode == GLWP_HEIGHTMAP) { ShowDropDownMenu(this, _rotation, _settings_newgame.game_creation.heightmap_rotation, GLAND_HEIGHTMAP_ROTATION_PULLDOWN, 0, 0); } else { ShowDropDownMenu(this, _landscape, _settings_newgame.game_creation.land_generator, GLAND_LANDSCAPE_PULLDOWN, 0, 0); } break; case GLAND_TERRAIN_PULLDOWN: // Terrain type ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, GLAND_TERRAIN_PULLDOWN, 0, 0); break; case GLAND_WATER_PULLDOWN: // Water quantity ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, 0); break; case GLAND_SMOOTHNESS_PULLDOWN: // Map smoothness ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0); break; } } virtual void OnMouseLoop() { this->HandleEditBox(GLAND_RANDOM_EDITBOX); } virtual EventState OnKeyPress(uint16 key, uint16 keycode) { EventState state; this->HandleEditBoxKey(GLAND_RANDOM_EDITBOX, key, keycode, state); /* the seed is unsigned, therefore atoi cannot be used. * As 2^32 - 1 (UINT32_MAX) 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. */ _settings_newgame.game_creation.generation_seed = minu(strtoul(this->edit_str_buf, NULL, 10), UINT32_MAX - 1); return state; } virtual void OnDropdownSelect(int widget, int index) { switch (widget) { case GLAND_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break; case GLAND_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break; case GLAND_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break; case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break; case GLAND_TOWN_PULLDOWN: _settings_newgame.difficulty.number_towns = index; if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); IConsoleSetPatchSetting("difficulty.number_towns", _settings_newgame.difficulty.number_towns); break; case GLAND_INDUSTRY_PULLDOWN: _settings_newgame.difficulty.number_industries = index; if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); IConsoleSetPatchSetting("difficulty.number_industries", _settings_newgame.difficulty.number_industries); break; case GLAND_LANDSCAPE_PULLDOWN: /* case GLAND_HEIGHTMAP_PULLDOWN: */ if (mode == GLWP_HEIGHTMAP) { _settings_newgame.game_creation.heightmap_rotation = index; } else { _settings_newgame.game_creation.land_generator = index; } break; case GLAND_TERRAIN_PULLDOWN: _settings_newgame.difficulty.terrain_type = index; if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); IConsoleSetPatchSetting("difficulty.terrain_type", _settings_newgame.difficulty.terrain_type); break; case GLAND_WATER_PULLDOWN: _settings_newgame.difficulty.quantity_sea_lakes = index; if (_settings_newgame.difficulty.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0); IConsoleSetPatchSetting("difficulty.quantity_sea_lakes", _settings_newgame.difficulty.quantity_sea_lakes); break; } this->SetDirty(); } virtual void OnQueryTextFinished(char *str) { if (!StrEmpty(str)) { int32 value = atoi(str); switch (this->widget_id) { case GLAND_START_DATE_TEXT: this->InvalidateWidget(GLAND_START_DATE_TEXT); _settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR); break; case GLAND_SNOW_LEVEL_TEXT: this->InvalidateWidget(GLAND_SNOW_LEVEL_TEXT); _settings_newgame.game_creation.snow_line_height = Clamp(value, 2, MAX_SNOWLINE_HEIGHT); break; } this->SetDirty(); } } }; static const WindowDesc _generate_landscape_desc = { WDP_CENTER, WDP_CENTER, 338, 268, 338, 268, WC_GENERATE_LANDSCAPE, WC_NONE, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _generate_landscape_widgets, }; static const WindowDesc _heightmap_load_desc = { WDP_CENTER, WDP_CENTER, 338, 236, 338, 236, WC_GENERATE_LANDSCAPE, WC_NONE, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS, _heightmap_load_widgets, }; static void _ShowGenerateLandscape(glwp_modes mode) { uint x = 0; uint y = 0; DeleteWindowByClass(WC_GENERATE_LANDSCAPE); /* Always give a new seed if not editor */ if (_game_mode != GM_EDITOR) _settings_newgame.game_creation.generation_seed = InteractiveRandom(); if (mode == GLWP_HEIGHTMAP) { /* If the function returns negative, it means there was a problem loading the heightmap */ if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return; } GenerateLandscapeWindow *w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode); if (mode == GLWP_HEIGHTMAP) { w->x = x; w->y = y; strecpy(w->name, _file_to_saveload.title, lastof(w->name)); } InvalidateWindow(WC_GENERATE_LANDSCAPE, mode); } void ShowGenerateLandscape() { _ShowGenerateLandscape(GLWP_GENERATE); } void ShowHeightmapLoad() { _ShowGenerateLandscape(GLWP_HEIGHTMAP); } void StartScenarioEditor() { if (_settings_newgame.economy.town_layout == TL_NO_ROADS) { _settings_newgame.economy.town_layout = TL_ORIGINAL; } StartGeneratingLandscape(GLWP_SCENARIO); } void StartNewGameWithoutGUI(uint seed) { /* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */ _settings_newgame.game_creation.generation_seed = seed; StartGeneratingLandscape(GLWP_GENERATE); } enum CreateScenarioWindowWidgets { CSCEN_TEMPERATE = 3, CSCEN_ARCTIC, CSCEN_TROPICAL, CSCEN_TOYLAND, CSCEN_EMPTY_WORLD, CSCEN_RANDOM_WORLD, CSCEN_MAPSIZE_X_TEXT, CSCEN_MAPSIZE_X_PULLDOWN, CSCEN_MAPSIZE_Y_TEXT, CSCEN_MAPSIZE_Y_PULLDOWN, CSCEN_START_DATE_LABEL, CSCEN_START_DATE_DOWN, CSCEN_START_DATE_TEXT, CSCEN_START_DATE_UP, CSCEN_FLAT_LAND_HEIGHT_LABEL, CSCEN_FLAT_LAND_HEIGHT_DOWN, CSCEN_FLAT_LAND_HEIGHT_TEXT, CSCEN_FLAT_LAND_HEIGHT_UP }; struct CreateScenarioWindow : public Window { uint widget_id; CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { this->LowerWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE); this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { this->SetWidgetDisabledState(CSCEN_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR); this->SetWidgetDisabledState(CSCEN_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR); this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0); this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT); this->SetWidgetLoweredState(CSCEN_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE); this->SetWidgetLoweredState(CSCEN_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC); this->SetWidgetLoweredState(CSCEN_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC); this->SetWidgetLoweredState(CSCEN_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND); /* Set parameters for widget text that requires them */ SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // CSCEN_START_DATE_TEXT SetDParam(1, 1 << _settings_newgame.game_creation.map_x); // CSCEN_MAPSIZE_X_PULLDOWN SetDParam(2, 1 << _settings_newgame.game_creation.map_y); // CSCEN_MAPSIZE_Y_PULLDOWN SetDParam(3, _settings_newgame.game_creation.se_flat_world_height); // CSCEN_FLAT_LAND_HEIGHT_TEXT this->DrawWidgets(); } virtual void OnClick(Point pt, int widget) { switch (widget) { case CSCEN_TEMPERATE: case CSCEN_ARCTIC: case CSCEN_TROPICAL: case CSCEN_TOYLAND: this->RaiseWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE); SetNewLandscapeType(widget - CSCEN_TEMPERATE); break; case CSCEN_MAPSIZE_X_PULLDOWN: // Mapsize X ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, CSCEN_MAPSIZE_X_PULLDOWN); break; case CSCEN_MAPSIZE_Y_PULLDOWN: // Mapsize Y ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, CSCEN_MAPSIZE_Y_PULLDOWN); break; case CSCEN_EMPTY_WORLD: // Empty world / flat world StartGeneratingLandscape(GLWP_SCENARIO); break; case CSCEN_RANDOM_WORLD: // Generate ShowGenerateLandscape(); break; case CSCEN_START_DATE_DOWN: case CSCEN_START_DATE_UP: // Year buttons /* Don't allow too fast scrolling */ if ((this->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { this->HandleButtonClick(widget); this->SetDirty(); _settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - CSCEN_START_DATE_TEXT, MIN_YEAR, MAX_YEAR); } _left_button_clicked = false; break; case CSCEN_START_DATE_TEXT: // Year text this->widget_id = CSCEN_START_DATE_TEXT; SetDParam(0, _settings_newgame.game_creation.starting_year); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, this, CS_NUMERAL); break; case CSCEN_FLAT_LAND_HEIGHT_DOWN: case CSCEN_FLAT_LAND_HEIGHT_UP: // Height level buttons /* Don't allow too fast scrolling */ if ((this->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) { this->HandleButtonClick(widget); this->SetDirty(); _settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - CSCEN_FLAT_LAND_HEIGHT_TEXT, 0, MAX_TILE_HEIGHT); } _left_button_clicked = false; break; case CSCEN_FLAT_LAND_HEIGHT_TEXT: // Height level text this->widget_id = CSCEN_FLAT_LAND_HEIGHT_TEXT; SetDParam(0, _settings_newgame.game_creation.se_flat_world_height); ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_FLAT_WORLD_HEIGHT_QUERY_CAPT, 3, 100, this, CS_NUMERAL); break; } } virtual void OnDropdownSelect(int widget, int index) { switch (widget) { case CSCEN_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break; case CSCEN_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break; } this->SetDirty(); } virtual void OnQueryTextFinished(char *str) { if (!StrEmpty(str)) { int32 value = atoi(str); switch (this->widget_id) { case CSCEN_START_DATE_TEXT: this->InvalidateWidget(CSCEN_START_DATE_TEXT); _settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR); break; case CSCEN_FLAT_LAND_HEIGHT_TEXT: this->InvalidateWidget(CSCEN_FLAT_LAND_HEIGHT_TEXT); _settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, MAX_TILE_HEIGHT); break; } this->SetDirty(); } } }; static 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, 169, 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_TEXTBTN, RESIZE_NONE, 6, 12, 115, 95, 124, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // Empty (sea-level) map { WWT_TEXTBTN, RESIZE_NONE, 6, 12, 115, 131, 160, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // Generate { WWT_TEXT, RESIZE_NONE, 12, 182, 212, 96, 106, STR_MAPSIZE, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 216, 263, 95, 106, STR_NUM_1, STR_NULL}, // Mapsize X { WWT_TEXT, RESIZE_NONE, 12, 268, 276, 96, 106, STR_BY, STR_NULL}, { WWT_DROPDOWN, RESIZE_NONE, 12, 279, 326, 95, 106, STR_NUM_2, STR_NULL}, // Mapsize Y { WWT_TEXT, RESIZE_NONE, 0, 182, 212, 114, 124, STR_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 113, 124, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, { WWT_TEXTBTN, RESIZE_NONE, 12, 228, 314, 113, 124, STR_GENERATE_DATE, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 113, 124, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, { WWT_TEXT, RESIZE_NONE, 0, 182, 278, 132, 142, STR_FLAT_WORLD_HEIGHT, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 131, 142, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN}, { WWT_TEXTBTN, RESIZE_NONE, 12, 294, 314, 131, 142, STR_NUM_3, STR_NULL}, { WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 131, 142, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP}, { WIDGETS_END}, }; static const WindowDesc _create_scenario_desc = { WDP_CENTER, WDP_CENTER, 338, 170, 338, 170, WC_GENERATE_LANDSCAPE, WC_NONE, WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS, _create_scenario_widgets, }; void ShowCreateScenario() { DeleteWindowByClass(WC_GENERATE_LANDSCAPE); new CreateScenarioWindow(&_create_scenario_desc, GLWP_SCENARIO); } static const Widget _generate_progress_widgets[] = { { WWT_CAPTION, RESIZE_NONE, 14, 0, 180, 0, 13, STR_GENERATION_WORLD, STR_018C_WINDOW_TITLE_DRAG_THIS}, // GPWW_CAPTION { WWT_PANEL, RESIZE_NONE, 14, 0, 180, 14, 96, 0x0, STR_NULL}, // GPWW_BACKGROUND { WWT_TEXTBTN, RESIZE_NONE, 15, 20, 161, 74, 85, STR_GENERATION_ABORT, STR_NULL}, // GPWW_ABORT { WIDGETS_END}, }; static const WindowDesc _generate_progress_desc = { WDP_CENTER, WDP_CENTER, 181, 97, 181, 97, WC_GENERATE_PROGRESS_WINDOW, WC_NONE, WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _generate_progress_widgets, }; struct tp_info { uint percent; StringID cls; uint current; uint total; int timer; }; static tp_info _tp; static void AbortGeneratingWorldCallback(Window *w, bool confirmed) { if (confirmed) { AbortGeneratingWorld(); } else if (IsGeneratingWorld() && !IsGeneratingWorldAborted()) { SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE); } } struct GenerateProgressWindow : public Window { private: enum GenerationProgressWindowWidgets { GPWW_CAPTION, GPWW_BACKGROUND, GPWW_ABORT, }; public: GenerateProgressWindow() : Window(&_generate_progress_desc) { this->FindWindowPlacementAndResize(&_generate_progress_desc); } virtual void OnClick(Point pt, int widget) { switch (widget) { case GPWW_ABORT: if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE); ShowQuery( STR_GENERATION_ABORT_CAPTION, STR_GENERATION_ABORT_MESSAGE, this, AbortGeneratingWorldCallback ); break; } } virtual void OnPaint() { this->DrawWidgets(); /* Draw the % complete with a bar and a text */ DrawFrameRect(19, 20, (this->width - 18), 37, 14, FR_BORDERONLY); DrawFrameRect(20, 21, (int)((this->width - 40) * _tp.percent / 100) + 20, 36, 10, FR_NONE); SetDParam(0, _tp.percent); DrawStringCentered(90, 25, STR_PROGRESS, TC_FROMSTRING); /* Tell which class we are generating */ DrawStringCentered(90, 46, _tp.cls, TC_FROMSTRING); /* And say where we are in that class */ SetDParam(0, _tp.current); SetDParam(1, _tp.total); DrawStringCentered(90, 58, STR_GENERATION_PROGRESS, TC_FROMSTRING); this->SetDirty(); } }; /** * Initializes the progress counters to the starting point. */ void PrepareGenerateWorldProgress() { _tp.cls = 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() { if (BringWindowToFrontById(WC_GENERATE_PROGRESS_WINDOW, 0)) return; new GenerateProgressWindow(); } static void _SetGeneratingWorldProgress(gwp_class cls, 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(cls < 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.cls == class_table[cls]); _tp.current += progress; } else { _tp.cls = class_table[cls]; _tp.current = progress; _tp.total = total; _tp.percent = percent_table[cls]; } /* Don't update the screen too often. So update it once in every 200ms */ if (!_network_dedicated && _tp.timer != 0 && _realtime_tick - _tp.timer < 200) return; /* Percentage is about the number of completed tasks, so 'current - 1' */ _tp.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total; 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, "Map generation percentage 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); } _tp.timer = _realtime_tick; } /** * Set the total of a stage of the world generation. * @param cls 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 cls, uint total) { if (total == 0) return; _SetGeneratingWorldProgress(cls, 0, total); } /** * Increases the current stage of the world generation with one. * @param cls 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 cls) { /* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */ _SetGeneratingWorldProgress(cls, 1, 0); }