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/* $Id$ */
/** @file highscore_gui.cpp Definition of the HighScore and EndGame windows */
#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 "settings_type.h"
#include "strings_func.h"
#include "openttd.h"
struct EndGameHighScoreBaseWindow : Window {
uint32 background_img;
int8 rank;
EndGameHighScoreBaseWindow(const WindowDesc *desc) : Window(desc)
{
}
/* Always draw a maximized window and within there the centered background */
void SetupHighScoreEndWindow(uint *x, uint *y)
{
/* resize window to "full-screen" */
this->width = _screen.width;
this->height = _screen.height;
this->widget[0].right = this->width - 1;
this->widget[0].bottom = this->height - 1;
this->DrawWidgets();
/* Center Highscore/Endscreen background */
*x = max(0, (_screen.width / 2) - (640 / 2));
*y = max(0, (_screen.height / 2) - (480 / 2));
for (uint i = 0; i < 10; i++) { // the image is split into 10 50px high parts
DrawSprite(this->background_img + i, PAL_NONE, *x, *y + (i * 50));
}
}
virtual void OnClick(Point pt, int widget)
{
delete this;
}
};
/** 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, 1, 0, CMD_PAUSE);
this->background_img = SPR_TYCOON_IMG1_BEGIN;
if (_local_company != COMPANY_SPECTATOR) {
const Company *c = GetCompany(_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 the last one
* as well as generate a TOP5 of that game, and not an all-time top5. */
if (_networking) {
this->window_number = lengthof(_highscore_table) - 1;
this->rank = SaveHighScoreValueNetwork();
} else {
/* in single player _local company is always valid */
const Company *c = GetCompany(_local_company);
this->window_number = _settings_game.difficulty.diff_level;
this->rank = SaveHighScoreValue(c);
}
MarkWholeScreenDirty();
}
~EndGameWindow()
{
if (!_networking) DoCommandP(0, 0, 0, CMD_PAUSE); // unpause
ShowHighscoreTable(this->window_number, this->rank);
}
virtual void OnPaint()
{
const Company *c;
uint x, y;
this->SetupHighScoreEndWindow(&x, &y);
if (!IsValidCompanyID(_local_company)) return;
c = GetCompany(_local_company);
/* 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(x, x + 640, y + 140, y + 206, STR_021C_OF_ACHIEVES_STATUS, SA_CENTER);
} else {
SetDParam(0, c->index);
SetDParam(1, EndGameGetPerformanceTitleFromValue(c->old_economy[0].performance_history));
DrawStringMultiLine(x, x + 640, y + 90, y + 210, STR_021B_ACHIEVES_STATUS, SA_CENTER);
}
}
};
struct HighScoreWindow : EndGameHighScoreBaseWindow {
HighScoreWindow(const WindowDesc *desc, int difficulty, int8 ranking) : EndGameHighScoreBaseWindow(desc)
{
/* pause game to show the chart */
if (!_networking) DoCommandP(0, 1, 0, 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) DoCommandP(0, 0, 0, CMD_PAUSE); // unpause
}
virtual void OnPaint()
{
const HighScore *hs = _highscore_table[this->window_number];
uint x, y;
this->SetupHighScoreEndWindow(&x, &y);
SetDParam(0, ORIGINAL_END_YEAR);
SetDParam(1, this->window_number + STR_6801_EASY);
DrawStringMultiLine(x + 70, x + 570, y, y + 140, !_networking ? STR_0211_TOP_COMPANIES_WHO_REACHED : STR_TOP_COMPANIES_NETWORK_GAME, SA_CENTER);
/* Draw Highscore peepz */
for (uint8 i = 0; i < lengthof(_highscore_table[0]); i++) {
SetDParam(0, i + 1);
DrawString(x + 40, x + 600, y + 140 + (i * 55), STR_0212, TC_BLACK);
if (hs[i].company[0] != '\0') {
TextColour colour = (this->rank == i) ? TC_RED : TC_BLACK; // draw new highscore in red
DrawString(x + 71, x + 569, y + 140 + (i * 55), hs[i].company, colour);
SetDParam(0, hs[i].title);
SetDParam(1, hs[i].score);
DrawString(x + 71, x + 569, y + 160 + (i * 55), STR_HIGHSCORE_STATS, colour);
}
}
}
};
static const Widget _highscore_widgets[] = {
{ WWT_PANEL, RESIZE_NONE, COLOUR_END, 0, 640, 0, 480, 0x0, STR_NULL},
{ WIDGETS_END},
};
static const NWidgetPart _nested_highscore_widgets[] = {
NWidget(WWT_PANEL, COLOUR_END, 0), SetMinimalSize(641, 481), EndContainer(),
};
static const WindowDesc _highscore_desc(
0, 0, 641, 481, 641, 481,
WC_HIGHSCORE, WC_NONE,
0,
_highscore_widgets, _nested_highscore_widgets, lengthof(_nested_highscore_widgets)
);
static const WindowDesc _endgame_desc(
0, 0, 641, 481, 641, 481,
WC_ENDSCREEN, WC_NONE,
0,
_highscore_widgets, _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 && !IsValidCompanyID(_local_company))) return;
HideVitalWindows();
DeleteWindowByClass(WC_ENDSCREEN);
new EndGameWindow(&_endgame_desc);
}
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