1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
|
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file highscore_gui.cpp Definition of the HighScore and EndGame windows */
#include "stdafx.h"
#include "highscore.h"
#include "table/strings.h"
#include "gfx_func.h"
#include "table/sprites.h"
#include "window_gui.h"
#include "window_func.h"
#include "network/network.h"
#include "command_func.h"
#include "company_func.h"
#include "company_base.h"
#include "strings_func.h"
#include "hotkeys.h"
#include "widgets/highscore_widget.h"
struct EndGameHighScoreBaseWindow : Window {
uint32 background_img;
int8 rank;
EndGameHighScoreBaseWindow(const WindowDesc *desc) : Window()
{
this->InitNested(desc);
CLRBITS(this->flags, WF_WHITE_BORDER);
ResizeWindow(this, _screen.width - this->width, _screen.height - this->height);
}
/* Always draw a maximized window and within it the centered background */
void SetupHighScoreEndWindow()
{
/* Resize window to "full-screen". */
if (this->width != _screen.width || this->height != _screen.height) ResizeWindow(this, _screen.width - this->width, _screen.height - this->height);
this->DrawWidgets();
Point pt = this->GetTopLeft640x480();
/* Center Highscore/Endscreen background */
for (uint i = 0; i < 10; i++) { // the image is split into 10 50px high parts
DrawSprite(this->background_img + i, PAL_NONE, pt.x, pt.y + (i * 50));
}
}
/** Return the coordinate of the screen such that a window of 640x480 is centered at the screen. */
Point GetTopLeft640x480()
{
Point pt = {max(0, (_screen.width / 2) - (640 / 2)), max(0, (_screen.height / 2) - (480 / 2))};
return pt;
}
virtual void OnClick(Point pt, int widget, int click_count)
{
delete this;
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
/* All keys are 'handled' by this window but we want to make
* sure that 'quit' still works correctly. Not handling the
* quit key is enough so the main toolbar can handle it. */
if (IsQuitKey(keycode)) return ES_NOT_HANDLED;
switch (keycode) {
/* Keys for telling we want to go on */
case WKC_RETURN:
case WKC_ESC:
case WKC_SPACE:
delete this;
return ES_HANDLED;
default:
/* We want to handle all keys; we don't want windows in
* the background to open. Especially the ones that do
* locate themselves based on the status-/toolbars. */
return ES_HANDLED;
}
}
};
/** End game window shown at the end of the game */
struct EndGameWindow : EndGameHighScoreBaseWindow {
EndGameWindow(const WindowDesc *desc) : EndGameHighScoreBaseWindow(desc)
{
/* Pause in single-player to have a look at the highscore at your own leisure */
if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
this->background_img = SPR_TYCOON_IMG1_BEGIN;
if (_local_company != COMPANY_SPECTATOR) {
const Company *c = Company::Get(_local_company);
if (c->old_economy[0].performance_history == SCORE_MAX) {
this->background_img = SPR_TYCOON_IMG2_BEGIN;
}
}
/* In a network game show the endscores of the custom difficulty 'network' which is
* a TOP5 of that game, and not an all-time TOP5. */
if (_networking) {
this->window_number = SP_MULTIPLAYER;
this->rank = SaveHighScoreValueNetwork();
} else {
/* in single player _local company is always valid */
const Company *c = Company::Get(_local_company);
this->window_number = SP_CUSTOM;
this->rank = SaveHighScoreValue(c);
}
MarkWholeScreenDirty();
}
~EndGameWindow()
{
if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause
ShowHighscoreTable(this->window_number, this->rank);
}
virtual void OnPaint()
{
this->SetupHighScoreEndWindow();
Point pt = this->GetTopLeft640x480();
const Company *c = Company::GetIfValid(_local_company);
if (c == NULL) return;
/* We need to get performance from last year because the image is shown
* at the start of the new year when these things have already been copied */
if (this->background_img == SPR_TYCOON_IMG2_BEGIN) { // Tycoon of the century \o/
SetDParam(0, c->index);
SetDParam(1, c->index);
SetDParam(2, EndGameGetPerformanceTitleFromValue(c->old_economy[0].performance_history));
DrawStringMultiLine(pt.x + 15, pt.x + 640 - 25, pt.y + 90, pt.y + 160, STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS, TC_FROMSTRING, SA_CENTER);
} else {
SetDParam(0, c->index);
SetDParam(1, EndGameGetPerformanceTitleFromValue(c->old_economy[0].performance_history));
DrawStringMultiLine(pt.x + 36, pt.x + 640, pt.y + 140, pt.y + 206, STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS, TC_FROMSTRING, SA_CENTER);
}
}
};
struct HighScoreWindow : EndGameHighScoreBaseWindow {
bool game_paused_by_player; ///< True if the game was paused by the player when the highscore window was opened.
HighScoreWindow(const WindowDesc *desc, int difficulty, int8 ranking) : EndGameHighScoreBaseWindow(desc)
{
/* pause game to show the chart */
this->game_paused_by_player = _pause_mode == PM_PAUSED_NORMAL;
if (!_networking && !this->game_paused_by_player) DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
/* Close all always on-top windows to get a clean screen */
if (_game_mode != GM_MENU) HideVitalWindows();
MarkWholeScreenDirty();
this->window_number = difficulty; // show highscore chart for difficulty...
this->background_img = SPR_HIGHSCORE_CHART_BEGIN; // which background to show
this->rank = ranking;
}
~HighScoreWindow()
{
if (_game_mode != GM_MENU) ShowVitalWindows();
if (!_networking && !this->game_paused_by_player) DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause
}
virtual void OnPaint()
{
const HighScore *hs = _highscore_table[this->window_number];
this->SetupHighScoreEndWindow();
Point pt = this->GetTopLeft640x480();
SetDParam(0, ORIGINAL_END_YEAR);
DrawStringMultiLine(pt.x + 70, pt.x + 570, pt.y, pt.y + 140, !_networking ? STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED : STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME, TC_FROMSTRING, SA_CENTER);
/* Draw Highscore peepz */
for (uint8 i = 0; i < lengthof(_highscore_table[0]); i++) {
SetDParam(0, i + 1);
DrawString(pt.x + 40, pt.x + 600, pt.y + 140 + (i * 55), STR_HIGHSCORE_POSITION);
if (hs[i].company[0] != '\0') {
TextColour colour = (this->rank == i) ? TC_RED : TC_BLACK; // draw new highscore in red
DrawString(pt.x + 71, pt.x + 569, pt.y + 140 + (i * 55), hs[i].company, colour);
SetDParam(0, hs[i].title);
SetDParam(1, hs[i].score);
DrawString(pt.x + 71, pt.x + 569, pt.y + 140 + FONT_HEIGHT_LARGE + (i * 55), STR_HIGHSCORE_STATS, colour);
}
}
}
};
static const NWidgetPart _nested_highscore_widgets[] = {
NWidget(WWT_PANEL, COLOUR_BROWN, WID_H_BACKGROUND), SetMinimalSize(641, 481), SetResize(1, 1), EndContainer(),
};
static const WindowDesc _highscore_desc(
WDP_MANUAL, 0, 0,
WC_HIGHSCORE, WC_NONE,
0,
_nested_highscore_widgets, lengthof(_nested_highscore_widgets)
);
static const WindowDesc _endgame_desc(
WDP_MANUAL, 0, 0,
WC_ENDSCREEN, WC_NONE,
0,
_nested_highscore_widgets, lengthof(_nested_highscore_widgets)
);
/**
* Show the highscore table for a given difficulty. When called from
* endgame ranking is set to the top5 element that was newly added
* and is thus highlighted
*/
void ShowHighscoreTable(int difficulty, int8 ranking)
{
DeleteWindowByClass(WC_HIGHSCORE);
new HighScoreWindow(&_highscore_desc, difficulty, ranking);
}
/**
* Show the endgame victory screen in 2050. Update the new highscore
* if it was high enough
*/
void ShowEndGameChart()
{
/* Dedicated server doesn't need the highscore window and neither does -v null. */
if (_network_dedicated || (!_networking && !Company::IsValidID(_local_company))) return;
HideVitalWindows();
DeleteWindowByClass(WC_ENDSCREEN);
new EndGameWindow(&_endgame_desc);
}
|