/* $Id$ */ /** @file town_gui.cpp GUI for towns. */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "town.h" #include "viewport_func.h" #include "gfx_func.h" #include "gui.h" #include "window_gui.h" #include "textbuf_gui.h" #include "command_func.h" #include "player_func.h" #include "player_base.h" #include "player_gui.h" #include "network/network.h" #include "variables.h" #include "strings_func.h" #include "sound_func.h" #include "economy_func.h" #include "core/alloc_func.hpp" #include "settings_type.h" #include "tilehighlight_func.h" #include "string_func.h" #include "table/sprites.h" #include "table/strings.h" extern bool GenerateTowns(); static int _scengen_town_size = 1; // depress medium-sized towns per default enum TownAuthorityWidget { TWA_CLOSEBOX = 0, TWA_CAPTION, TWA_RATING_INFO, TWA_COMMAND_LIST, TWA_SCROLLBAR, TWA_ACTION_INFO, TWA_EXECUTE, }; static const Widget _town_authority_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX { WWT_CAPTION, RESIZE_NONE, 13, 11, 316, 0, 13, STR_2022_LOCAL_AUTHORITY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TWA_CAPTION { WWT_PANEL, RESIZE_NONE, 13, 0, 316, 14, 105, 0x0, STR_NULL}, // TWA_RATING_INFO { WWT_PANEL, RESIZE_NONE, 13, 0, 304, 106, 157, 0x0, STR_2043_LIST_OF_THINGS_TO_DO_AT}, // TWA_COMMAND_LIST { WWT_SCROLLBAR, RESIZE_NONE, 13, 305, 316, 106, 157, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // TWA_SCROLLBAR { WWT_PANEL, RESIZE_NONE, 13, 0, 316, 158, 209, 0x0, STR_NULL}, // TWA_ACTION_INFO { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 0, 316, 210, 221, STR_2042_DO_IT, STR_2044_CARRY_OUT_THE_HIGHLIGHTED}, // TWA_EXECUTE { WIDGETS_END}, }; extern const byte _town_action_costs[8]; enum TownActions { TACT_NONE = 0x00, TACT_ADVERTISE_SMALL = 0x01, TACT_ADVERTISE_MEDIUM = 0x02, TACT_ADVERTISE_LARGE = 0x04, TACT_ROAD_REBUILD = 0x08, TACT_BUILD_STATUE = 0x10, TACT_FOUND_BUILDINGS = 0x20, TACT_BUY_RIGHTS = 0x40, TACT_BRIBE = 0x80, TACT_ADVERTISE = TACT_ADVERTISE_SMALL | TACT_ADVERTISE_MEDIUM | TACT_ADVERTISE_LARGE, TACT_CONSTRUCTION = TACT_ROAD_REBUILD | TACT_BUILD_STATUE | TACT_FOUND_BUILDINGS, TACT_FUNDS = TACT_BUY_RIGHTS | TACT_BRIBE, TACT_ALL = TACT_ADVERTISE | TACT_CONSTRUCTION | TACT_FUNDS, }; DECLARE_ENUM_AS_BIT_SET(TownActions); /** Get a list of available actions to do at a town. * @param nump if not NULL add put the number of available actions in it * @param pid the player that is querying the town * @param t the town that is queried * @return bitmasked value of enabled actions */ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t) { int num = 0; TownActions buttons = TACT_NONE; /* Spectators and unwanted have no options */ if (pid != PLAYER_SPECTATOR && !(_patches.bribe && t->unwanted[pid])) { /* Things worth more than this are not shown */ Money avail = GetPlayer(pid)->player_money + _price.station_value * 200; Money ref = _price.build_industry >> 8; /* Check the action bits for validity and * if they are valid add them */ for (uint i = 0; i != lengthof(_town_action_costs); i++) { const TownActions cur = (TownActions)(1 << i); /* Is the player not able to bribe ? */ if (cur == TACT_BRIBE && (!_patches.bribe || t->ratings[pid] >= RATING_BRIBE_MAXIMUM)) continue; /* Is the player not able to buy exclusive rights ? */ if (cur == TACT_BUY_RIGHTS && !_patches.exclusive_rights) continue; /* Is the player not able to build a statue ? */ if (cur == TACT_BUILD_STATUE && HasBit(t->statues, pid)) continue; if (avail >= _town_action_costs[i] * ref) { buttons |= cur; num++; } } } if (nump != NULL) *nump = num; return buttons; } /** * Get the position of the Nth set bit. * * If there is no Nth bit set return -1 * * @param bits The value to search in * @param n The Nth set bit from which we want to know the position * @return The position of the Nth set bit */ static int GetNthSetBit(uint32 bits, int n) { if (n >= 0) { uint i; FOR_EACH_SET_BIT(i, bits) { n--; if (n < 0) return i; } } return -1; } struct TownAuthorityWindow : Window { int sel_index; TownAuthorityWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number), sel_index(-1) { this->vscroll.cap = 5; this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { const Town *t = GetTown(this->window_number); int numact; uint buttons = GetMaskOfTownActions(&numact, _local_player, t); SetVScrollCount(this, numact + 1); if (this->sel_index != -1 && !HasBit(buttons, this->sel_index)) { this->sel_index = -1; } this->SetWidgetDisabledState(6, this->sel_index == -1); SetDParam(0, this->window_number); this->DrawWidgets(); DrawString(2, 15, STR_2023_TRANSPORT_COMPANY_RATINGS, TC_FROMSTRING); /* Draw list of players */ int y = 25; const Player *p; FOR_ALL_PLAYERS(p) { if (p->is_active && (HasBit(t->have_ratings, p->index) || t->exclusivity == p->index)) { DrawPlayerIcon(p->index, 2, y); SetDParam(0, p->index); SetDParam(1, p->index); int r = t->ratings[p->index]; StringID str; (str = STR_3035_APPALLING, r <= RATING_APPALLING) || // Apalling (str++, r <= RATING_VERYPOOR) || // Very Poor (str++, r <= RATING_POOR) || // Poor (str++, r <= RATING_MEDIOCRE) || // Mediocore (str++, r <= RATING_GOOD) || // Good (str++, r <= RATING_VERYGOOD) || // Very Good (str++, r <= RATING_EXCELLENT) || // Excellent (str++, true); // Outstanding SetDParam(2, str); if (t->exclusivity == p->index) { // red icon for player with exclusive rights DrawSprite(SPR_BLOT, PALETTE_TO_RED, 18, y); } DrawString(28, y, STR_2024, TC_FROMSTRING); y += 10; } } y = 107; int pos = this->vscroll.pos; if (--pos < 0) { DrawString(2, y, STR_2045_ACTIONS_AVAILABLE, TC_FROMSTRING); y += 10; } for (int i = 0; buttons; i++, buttons >>= 1) { if (pos <= -5) break; ///< Draw only the 5 fitting lines if ((buttons & 1) && --pos < 0) { DrawString(3, y, STR_2046_SMALL_ADVERTISING_CAMPAIGN + i, TC_ORANGE); y += 10; } } if (this->sel_index != -1) { SetDParam(1, (_price.build_industry >> 8) * _town_action_costs[this->sel_index]); SetDParam(0, STR_2046_SMALL_ADVERTISING_CAMPAIGN + this->sel_index); DrawStringMultiLine(2, 159, STR_204D_INITIATE_A_SMALL_LOCAL + this->sel_index, 313); } } virtual void OnDoubleClick(Point pt, int widget) { HandleClick(pt, widget, true); } virtual void OnClick(Point pt, int widget) { HandleClick(pt, widget, false); } void HandleClick(Point pt, int widget, bool double_click) { switch (widget) { case TWA_COMMAND_LIST: { const Town *t = GetTown(this->window_number); int y = (pt.y - 0x6B) / 10; if (!IsInsideMM(y, 0, 5)) return; y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_player, t), y + this->vscroll.pos - 1); if (y >= 0) { this->sel_index = y; this->SetDirty(); } /* Fall through to clicking in case we are double-clicked */ if (!double_click || y < 0) break; } case TWA_EXECUTE: DoCommandP(GetTown(this->window_number)->xy, this->window_number, this->sel_index, NULL, CMD_DO_TOWN_ACTION | CMD_MSG(STR_00B4_CAN_T_DO_THIS)); break; } } virtual void OnHundredthTick() { this->SetDirty(); } }; static const WindowDesc _town_authority_desc = { WDP_AUTO, WDP_AUTO, 317, 222, 317, 222, WC_TOWN_AUTHORITY, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS, _town_authority_widgets, NULL }; static void ShowTownAuthorityWindow(uint town) { AllocateWindowDescFront(&_town_authority_desc, town); } enum TownViewWidget { TVW_CAPTION = 1, TVW_STICKY, TVW_CENTERVIEW = 6, TVW_SHOWAUTORITY, TVW_CHANGENAME, TVW_EXPAND, TVW_DELETE, }; struct TownViewWindow : Window { TownViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { const Town *t = GetTown(this->window_number); this->flags4 |= WF_DISABLE_VP_SCROLL; InitializeWindowViewport(this, 3, 17, 254, 86, t->xy, ZOOM_LVL_TOWN); bool ingame = _game_mode != GM_EDITOR; if (t->larger_town) this->widget[TVW_CAPTION].data = STR_CITY; this->SetWidgetHiddenState(TVW_DELETE, ingame); // hide delete button on game mode this->SetWidgetHiddenState(TVW_EXPAND, ingame); // hide expand button on game mode this->SetWidgetHiddenState(TVW_SHOWAUTORITY, !ingame); // hide autority button on editor mode if (ingame) { /* resize caption bar */ this->widget[TVW_CAPTION].right = this->widget[TVW_STICKY].left -1; /* move the rename from top on scenario to bottom in game */ this->widget[TVW_CHANGENAME].top = this->widget[TVW_EXPAND].top; this->widget[TVW_CHANGENAME].bottom = this->widget[TVW_EXPAND].bottom; this->widget[TVW_CHANGENAME].right = this->widget[TVW_STICKY].right; } this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { const Town *t = GetTown(this->window_number); /* disable renaming town in network games if you are not the server */ this->SetWidgetDisabledState(TVW_CHANGENAME, _networking && !_network_server); SetDParam(0, t->index); this->DrawWidgets(); SetDParam(0, t->population); SetDParam(1, t->num_houses); DrawString(2, 107, STR_2006_POPULATION, TC_FROMSTRING); SetDParam(0, t->act_pass); SetDParam(1, t->max_pass); DrawString(2, 117, STR_200D_PASSENGERS_LAST_MONTH_MAX, TC_FROMSTRING); SetDParam(0, t->act_mail); SetDParam(1, t->max_mail); DrawString(2, 127, STR_200E_MAIL_LAST_MONTH_MAX, TC_FROMSTRING); this->DrawViewport(); } virtual void OnClick(Point pt, int widget) { Town *t = GetTown(this->window_number); switch (widget) { case TVW_CENTERVIEW: /* scroll to location */ if (_ctrl_pressed) { ShowExtraViewPortWindow(t->xy); } else { ScrollMainWindowToTile(t->xy); } break; case TVW_SHOWAUTORITY: /* town authority */ ShowTownAuthorityWindow(this->window_number); break; case TVW_CHANGENAME: /* rename */ SetDParam(0, this->window_number); ShowQueryString(STR_TOWN, STR_2007_RENAME_TOWN, 31, 130, this, CS_ALPHANUMERAL); break; case TVW_EXPAND: /* expand town - only available on Scenario editor */ ExpandTown(t); break; case TVW_DELETE: /* delete town - only available on Scenario editor */ delete t; break; } } virtual void OnQueryTextFinished(char *str) { if (!StrEmpty(str)) { _cmd_text = str; DoCommandP(0, this->window_number, 0, NULL, CMD_RENAME_TOWN | CMD_MSG(STR_2008_CAN_T_RENAME_TOWN)); } } }; static const Widget _town_view_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 13, 11, 172, 0, 13, STR_2005, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_NONE, 13, 248, 259, 0, 13, 0x0, STR_STICKY_BUTTON}, { WWT_PANEL, RESIZE_NONE, 13, 0, 259, 14, 105, 0x0, STR_NULL}, { WWT_INSET, RESIZE_NONE, 13, 2, 257, 16, 103, 0x0, STR_NULL}, { WWT_PANEL, RESIZE_NONE, 13, 0, 259, 106, 137, 0x0, STR_NULL}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 0, 85, 138, 149, STR_00E4_LOCATION, STR_200B_CENTER_THE_MAIN_VIEW_ON}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 86, 171, 138, 149, STR_2020_LOCAL_AUTHORITY, STR_2021_SHOW_INFORMATION_ON_LOCAL}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 172, 247, 0, 13, STR_0130_RENAME, STR_200C_CHANGE_TOWN_NAME}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 86, 171, 138, 149, STR_023C_EXPAND, STR_023B_INCREASE_SIZE_OF_TOWN}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 172, 259, 138, 149, STR_0290_DELETE, STR_0291_DELETE_THIS_TOWN_COMPLETELY}, { WIDGETS_END}, }; static const WindowDesc _town_view_desc = { WDP_AUTO, WDP_AUTO, 260, 150, 260, 150, WC_TOWN_VIEW, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON, _town_view_widgets, NULL }; void ShowTownViewWindow(TownID town) { AllocateWindowDescFront(&_town_view_desc, town); } enum TownDirectoryWidget { TDW_SORTNAME = 3, TDW_SORTPOPULATION, TDW_CENTERTOWN, }; static const Widget _town_directory_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 13, 11, 195, 0, 13, STR_2000_TOWNS, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_NONE, 13, 196, 207, 0, 13, 0x0, STR_STICKY_BUTTON}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 0, 98, 14, 25, STR_SORT_BY_NAME, STR_SORT_ORDER_TIP}, { WWT_PUSHTXTBTN, RESIZE_NONE, 13, 99, 195, 14, 25, STR_SORT_BY_POPULATION, STR_SORT_ORDER_TIP}, { WWT_PANEL, RESIZE_BOTTOM, 13, 0, 195, 26, 189, 0x0, STR_200A_TOWN_NAMES_CLICK_ON_NAME}, { WWT_SCROLLBAR, RESIZE_BOTTOM, 13, 196, 207, 14, 189, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, { WWT_PANEL, RESIZE_TB, 13, 0, 195, 190, 201, 0x0, STR_NULL}, { WWT_RESIZEBOX, RESIZE_TB, 13, 196, 207, 190, 201, 0x0, STR_RESIZE_BUTTON}, { WIDGETS_END}, }; /* used to get a sorted list of the towns */ static uint _num_town_sort; static char _bufcache[64]; static const Town* _last_town; static int CDECL TownNameSorter(const void *a, const void *b) { const Town* ta = *(const Town**)a; const Town* tb = *(const Town**)b; char buf1[64]; int r; SetDParam(0, ta->index); GetString(buf1, STR_TOWN, lastof(buf1)); /* If 'b' is the same town as in the last round, use the cached value * We do this to speed stuff up ('b' is called with the same value a lot of * times after eachother) */ if (tb != _last_town) { _last_town = tb; SetDParam(0, tb->index); GetString(_bufcache, STR_TOWN, lastof(_bufcache)); } r = strcmp(buf1, _bufcache); if (_town_sort_order & 1) r = -r; return r; } static int CDECL TownPopSorter(const void *a, const void *b) { const Town* ta = *(const Town**)a; const Town* tb = *(const Town**)b; int r = ta->population - tb->population; if (_town_sort_order & 1) r = -r; return r; } static void MakeSortedTownList() { const Town* t; uint n = 0; /* Create array for sorting */ _town_sort = ReallocT(_town_sort, GetMaxTownIndex() + 1); FOR_ALL_TOWNS(t) _town_sort[n++] = t; _num_town_sort = n; _last_town = NULL; // used for "cache" qsort((void*)_town_sort, n, sizeof(_town_sort[0]), _town_sort_order & 2 ? TownPopSorter : TownNameSorter); DEBUG(misc, 3, "Resorting towns list"); } static void TownDirectoryWndProc(Window *w, WindowEvent *e) { switch (e->event) { case WE_PAINT: { if (_town_sort_dirty) { _town_sort_dirty = false; MakeSortedTownList(); } SetVScrollCount(w, _num_town_sort); w->DrawWidgets(); w->DrawSortButtonState((_town_sort_order <= 1) ? TDW_SORTNAME : TDW_SORTPOPULATION, _town_sort_order & 1 ? SBS_DOWN : SBS_UP); { int n = 0; uint16 i = w->vscroll.pos; int y = 28; while (i < _num_town_sort) { const Town* t = _town_sort[i]; assert(t->xy); SetDParam(0, t->index); SetDParam(1, t->population); DrawString(2, y, STR_2057, TC_FROMSTRING); y += 10; i++; if (++n == w->vscroll.cap) break; // max number of towns in 1 window } SetDParam(0, GetWorldPopulation()); DrawString(3, w->height - 12 + 2, STR_TOWN_POPULATION, TC_FROMSTRING); } } break; case WE_CLICK: switch (e->we.click.widget) { case TDW_SORTNAME: /* Sort by Name ascending/descending */ _town_sort_order = (_town_sort_order == 0) ? 1 : 0; _town_sort_dirty = true; w->SetDirty(); break; case TDW_SORTPOPULATION: /* Sort by Population ascending/descending */ _town_sort_order = (_town_sort_order == 2) ? 3 : 2; _town_sort_dirty = true; w->SetDirty(); break; case TDW_CENTERTOWN: { /* Click on Town Matrix */ const Town* t; uint16 id_v = (e->we.click.pt.y - 28) / 10; if (id_v >= w->vscroll.cap) return; // click out of bounds id_v += w->vscroll.pos; if (id_v >= _num_town_sort) return; // click out of town bounds t = _town_sort[id_v]; assert(t->xy); if (_ctrl_pressed) { ShowExtraViewPortWindow(t->xy); } else { ScrollMainWindowToTile(t->xy); } } break; } break; case WE_100_TICKS: w->SetDirty(); break; case WE_RESIZE: w->vscroll.cap += e->we.sizing.diff.y / 10; break; } } static const WindowDesc _town_directory_desc = { WDP_AUTO, WDP_AUTO, 208, 202, 208, 202, WC_TOWN_DIRECTORY, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, _town_directory_widgets, TownDirectoryWndProc }; void ShowTownDirectory() { Window *w = AllocateWindowDescFront(&_town_directory_desc, 0); if (w != NULL) { w->vscroll.cap = 16; w->resize.step_height = 10; w->resize.height = w->height - 10 * 6; // minimum of 10 items in the list, each item 10 high } } void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (success) { SndPlayTileFx(SND_1F_SPLAT, tile); ResetObjectToPlace(); } } 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, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE)); } enum TownScenarioEditorWidget { TSEW_NEWTOWN = 4, TSEW_RANDOMTOWN, TSEW_MANYRANDOMTOWNS, TSEW_SMALLTOWN, TSEW_MEDIUMTOWN, TSEW_LARGETOWN, TSEW_CITY, }; static const Widget _scen_edit_town_gen_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, 7, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_NONE, 7, 148, 159, 0, 13, 0x0, STR_STICKY_BUTTON}, { WWT_PANEL, RESIZE_NONE, 7, 0, 159, 14, 94, 0x0, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, 14, 2, 157, 16, 27, STR_0234_NEW_TOWN, STR_0235_CONSTRUCT_NEW_TOWN}, { WWT_TEXTBTN, RESIZE_NONE, 14, 2, 157, 29, 40, STR_023D_RANDOM_TOWN, STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION}, { WWT_TEXTBTN, RESIZE_NONE, 14, 2, 157, 42, 53, STR_MANY_RANDOM_TOWNS, STR_RANDOM_TOWNS_TIP}, { WWT_TEXTBTN, RESIZE_NONE, 14, 2, 53, 68, 79, STR_02A1_SMALL, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, 14, 54, 105, 68, 79, STR_02A2_MEDIUM, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, 14, 106, 157, 68, 79, STR_02A3_LARGE, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, 14, 2, 157, 81, 92, STR_SCENARIO_EDITOR_CITY, STR_02A4_SELECT_TOWN_SIZE}, { WWT_LABEL, RESIZE_NONE, 7, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL}, { WIDGETS_END}, }; struct ScenarioEditorTownGenerationWindow : Window { ScenarioEditorTownGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); } virtual void OnPaint() { this->DrawWidgets(); } virtual void OnClick(Point pt, int widget) { switch (widget) { case TSEW_NEWTOWN: HandlePlacePushButton(this, TSEW_NEWTOWN, SPR_CURSOR_TOWN, VHM_RECT, PlaceProc_Town); break; case TSEW_RANDOMTOWN: { Town *t; uint size = min(_scengen_town_size, (int)TSM_CITY); TownSizeMode mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED; this->HandleButtonClick(TSEW_RANDOMTOWN); _generating_world = true; t = CreateRandomTown(20, mode, size); _generating_world = false; if (t == NULL) { ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0); } else { ScrollMainWindowToTile(t->xy); } } break; case TSEW_MANYRANDOMTOWNS: this->HandleButtonClick(TSEW_MANYRANDOMTOWNS); _generating_world = true; if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0); _generating_world = false; break; case TSEW_SMALLTOWN: case TSEW_MEDIUMTOWN: case TSEW_LARGETOWN: case TSEW_CITY: this->RaiseWidget(_scengen_town_size + TSEW_SMALLTOWN); _scengen_town_size = widget - TSEW_SMALLTOWN; this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); this->SetDirty(); break; } } virtual void OnTimeout() { this->RaiseWidget(TSEW_RANDOMTOWN); this->RaiseWidget(TSEW_MANYRANDOMTOWNS); this->SetDirty(); } virtual void OnPlaceObject(Point pt, TileIndex tile) { _place_proc(tile); } virtual void OnPlaceObjectAbort() { this->RaiseButtons(); this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); this->SetDirty(); } }; static const WindowDesc _scen_edit_town_gen_desc = { WDP_AUTO, WDP_AUTO, 160, 95, 160, 95, WC_SCEN_TOWN_GEN, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON, _scen_edit_town_gen_widgets, NULL, }; void ShowBuildTownWindow() { if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return; AllocateWindowDescFront(&_scen_edit_town_gen_desc, 0); }