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|
/* $Id$ */
/** @file town_gui.cpp GUI for towns. */
#include "stdafx.h"
#include "openttd.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 "company_func.h"
#include "company_base.h"
#include "company_gui.h"
#include "network/network.h"
#include "variables.h"
#include "strings_func.h"
#include "sound_func.h"
#include "economy_func.h"
#include "tilehighlight_func.h"
#include "sortlist_type.h"
#include "road_cmd.h"
#include "landscape_type.h"
#include "landscape.h"
#include "cargotype.h"
#include "tile_map.h"
#include "table/sprites.h"
#include "table/strings.h"
typedef GUIList<const Town*> GUITownList;
/** Widget numbers of the town authority window. */
enum TownAuthorityWidgets {
TWA_CLOSEBOX,
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, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 316, 0, 13, STR_2022_LOCAL_AUTHORITY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TWA_CAPTION
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 316, 14, 105, 0x0, STR_NULL}, // TWA_RATING_INFO
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 304, 106, 157, 0x0, STR_2043_LIST_OF_THINGS_TO_DO_AT}, // TWA_COMMAND_LIST
{ WWT_SCROLLBAR, RESIZE_NONE, COLOUR_BROWN, 305, 316, 106, 157, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // TWA_SCROLLBAR
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 316, 158, 209, 0x0, STR_NULL}, // TWA_ACTION_INFO
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 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];
struct TownAuthorityWindow : Window {
private:
Town *town;
int sel_index;
/**
* 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;
}
public:
TownAuthorityWindow(const WindowDesc *desc, WindowNumber window_number) :
Window(desc, window_number), sel_index(-1)
{
this->town = GetTown(this->window_number);
this->vscroll.cap = 5;
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
int numact;
uint buttons = GetMaskOfTownActions(&numact, _local_company, this->town);
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();
int y = this->widget[TWA_RATING_INFO].top + 1;
DrawString(this->widget[TWA_RATING_INFO].left + 2, this->widget[TWA_RATING_INFO].right - 2, y, STR_2023_TRANSPORT_COMPANY_RATINGS, TC_FROMSTRING);
y += 10;
/* Draw list of companies */
const Company *c;
FOR_ALL_COMPANIES(c) {
if ((HasBit(this->town->have_ratings, c->index) || this->town->exclusivity == c->index)) {
DrawCompanyIcon(c->index, 2, y);
SetDParam(0, c->index);
SetDParam(1, c->index);
int r = this->town->ratings[c->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 (this->town->exclusivity == c->index) { // red icon for company with exclusive rights
DrawSprite(SPR_BLOT, PALETTE_TO_RED, 18, y);
}
DrawString(this->widget[TWA_RATING_INFO].left + 28, this->widget[TWA_RATING_INFO].right - 2, y, STR_2024, TC_FROMSTRING);
y += 10;
}
}
if (y > this->widget[TWA_RATING_INFO].bottom) {
/* If the company list is too big to fit, mark ourself dirty and draw again. */
ResizeWindowForWidget(this, TWA_RATING_INFO, 0, y - this->widget[TWA_RATING_INFO].bottom);
this->SetDirty();
return;
}
y = this->widget[TWA_COMMAND_LIST].top + 1;
int pos = this->vscroll.pos;
if (--pos < 0) {
DrawString(this->widget[TWA_COMMAND_LIST].left + 2, this->widget[TWA_COMMAND_LIST].right - 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(this->widget[TWA_COMMAND_LIST].left + 3, this->widget[TWA_COMMAND_LIST].right - 2, 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(this->widget[TWA_ACTION_INFO].left + 2, this->widget[TWA_ACTION_INFO].right - 2, this->widget[TWA_ACTION_INFO].top + 1, this->widget[TWA_ACTION_INFO].bottom - 1, STR_204D_INITIATE_A_SMALL_LOCAL + this->sel_index);
}
}
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: {
int y = (pt.y - this->widget[TWA_COMMAND_LIST].top - 1) / 10;
if (!IsInsideMM(y, 0, 5)) return;
y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_company, this->town), 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(this->town->xy, this->window_number, this->sel_index, 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
);
static void ShowTownAuthorityWindow(uint town)
{
AllocateWindowDescFront<TownAuthorityWindow>(&_town_authority_desc, town);
}
/** Widget numbers of the town view window. */
enum TownViewWidgets {
TVW_CLOSEBOX,
TVW_CAPTION,
TVW_STICKY,
TVW_VIEWPORTPANEL,
TVW_VIEWPORTINSET,
TVW_INFOPANEL,
TVW_CENTERVIEW,
TVW_SHOWAUTHORITY,
TVW_CHANGENAME,
TVW_EXPAND,
TVW_DELETE,
};
struct TownViewWindow : Window {
private:
Town *town;
public:
enum {
TVW_HEIGHT_NORMAL = 150,
};
TownViewWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->town = GetTown(this->window_number);
bool ingame = _game_mode != GM_EDITOR;
this->flags4 |= WF_DISABLE_VP_SCROLL;
int width = this->widget[TVW_VIEWPORTINSET].right - this->widget[TVW_VIEWPORTINSET].left - 1;
int height = this->widget[TVW_VIEWPORTINSET].bottom - this->widget[TVW_VIEWPORTINSET].top - 1;
InitializeWindowViewport(this, this->widget[TVW_VIEWPORTINSET].left + 1, this->widget[TVW_VIEWPORTINSET].top + 1, width, height, this->town->xy, ZOOM_LVL_TOWN);
if (this->town->larger_town) this->widget[TVW_CAPTION].data = STR_CITY;
if (ingame) {
/* Hide the expand button, and put the authority button over it. */
this->HideWidget(TVW_EXPAND);
this->widget[TVW_SHOWAUTHORITY].right = this->widget[TVW_EXPAND].right;
/* Resize caption bar */
this->widget[TVW_CAPTION].right = this->widget[TVW_STICKY].left -1;
/* Hide the delete button, and move the rename button from top on scenario to bottom in game. */
this->HideWidget(TVW_DELETE);
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;
} else {
/* Hide the authority button, and put the expand button over it. */
this->HideWidget(TVW_SHOWAUTHORITY);
this->widget[TVW_EXPAND].left = this->widget[TVW_SHOWAUTHORITY].left;
}
this->ResizeWindowAsNeeded();
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
/* disable renaming town in network games if you are not the server */
this->SetWidgetDisabledState(TVW_CHANGENAME, _networking && !_network_server);
SetDParam(0, this->town->index);
this->DrawWidgets();
uint y = 107;
SetDParam(0, this->town->population);
SetDParam(1, this->town->num_houses);
DrawString(2, this->width - 2, y, STR_2006_POPULATION, TC_FROMSTRING);
SetDParam(0, this->town->act_pass);
SetDParam(1, this->town->max_pass);
DrawString(2, this->width - 2, y += 10, STR_200D_PASSENGERS_LAST_MONTH_MAX, TC_FROMSTRING);
SetDParam(0, this->town->act_mail);
SetDParam(1, this->town->max_mail);
DrawString(2, this->width - 2, y += 10, STR_200E_MAIL_LAST_MONTH_MAX, TC_FROMSTRING);
uint cargo_needed_for_growth = 0;
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (TilePixelHeight(this->town->xy) >= LowestSnowLine()) cargo_needed_for_growth = 1;
break;
case LT_TROPIC:
if (GetTropicZone(this->town->xy) == TROPICZONE_DESERT) cargo_needed_for_growth = 2;
break;
default: break;
}
if (cargo_needed_for_growth > 0) {
DrawString(2, this->width - 2, y += 10, STR_CARGO_FOR_TOWNGROWTH, TC_FROMSTRING);
CargoID first_food_cargo = CT_INVALID;
StringID food_name = STR_001E_FOOD;
CargoID first_water_cargo = CT_INVALID;
StringID water_name = STR_0021_WATER;
for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
const CargoSpec *cs = GetCargo(cid);
if (first_food_cargo == CT_INVALID && cs->town_effect == TE_FOOD) {
first_food_cargo = cid;
food_name = cs->name;
}
if (first_water_cargo == CT_INVALID && cs->town_effect == TE_WATER) {
first_water_cargo = cid;
water_name = cs->name;
}
}
if (first_food_cargo != CT_INVALID && this->town->act_food > 0) {
SetDParam(0, first_food_cargo);
SetDParam(1, this->town->act_food);
DrawString(2, this->width - 2, y += 10, STR_CARGO_FOR_TOWNGROWTH_LAST_MONTH, TC_FROMSTRING);
} else {
SetDParam(0, food_name);
DrawString(2, this->width - 2, y += 10, STR_CARGO_FOR_TOWNGROWTH_REQUIRED, TC_FROMSTRING);
}
if (cargo_needed_for_growth > 1) {
if (first_water_cargo != CT_INVALID && this->town->act_water > 0) {
SetDParam(0, first_water_cargo);
SetDParam(1, this->town->act_water);
DrawString(2, this->width - 2, y += 10, STR_CARGO_FOR_TOWNGROWTH_LAST_MONTH, TC_FROMSTRING);
} else {
SetDParam(0, water_name);
DrawString(2, this->width - 2, y += 10, STR_CARGO_FOR_TOWNGROWTH_REQUIRED, TC_FROMSTRING);
}
}
}
this->DrawViewport();
/* only show the town noise, if the noise option is activated. */
if (_settings_game.economy.station_noise_level) {
SetDParam(0, this->town->noise_reached);
SetDParam(1, this->town->MaxTownNoise());
DrawString(2, this->width - 2, y += 10, STR_NOISE_IN_TOWN, TC_FROMSTRING);
}
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case TVW_CENTERVIEW: // scroll to location
if (_ctrl_pressed) {
ShowExtraViewPortWindow(this->town->xy);
} else {
ScrollMainWindowToTile(this->town->xy);
}
break;
case TVW_SHOWAUTHORITY: // town authority
ShowTownAuthorityWindow(this->window_number);
break;
case TVW_CHANGENAME: // rename
SetDParam(0, this->window_number);
ShowQueryString(STR_TOWN, STR_2007_RENAME_TOWN, MAX_LENGTH_TOWN_NAME_BYTES, MAX_LENGTH_TOWN_NAME_PIXELS, this, CS_ALPHANUMERAL, QSF_ENABLE_DEFAULT);
break;
case TVW_EXPAND: // expand town - only available on Scenario editor
ExpandTown(this->town);
break;
case TVW_DELETE: // delete town - only available on Scenario editor
delete this->town;
break;
}
}
void ResizeWindowAsNeeded()
{
int aimed_height = TVW_HEIGHT_NORMAL;
switch (_settings_game.game_creation.landscape) {
case LT_ARCTIC:
if (TilePixelHeight(this->town->xy) >= LowestSnowLine()) aimed_height += 20;
break;
case LT_TROPIC:
if (GetTropicZone(this->town->xy) == TROPICZONE_DESERT) aimed_height += 30;
break;
default: break;
}
if (_settings_game.economy.station_noise_level) aimed_height += 10;
if (this->height != aimed_height) ResizeWindowForWidget(this, TVW_INFOPANEL, 0, aimed_height - this->height);
}
virtual void OnInvalidateData(int data = 0)
{
/* Called when setting station noise have changed, in order to resize the window */
this->SetDirty(); // refresh display for current size. This will allow to avoid glitches when downgrading
this->ResizeWindowAsNeeded();
}
virtual void OnQueryTextFinished(char *str)
{
if (str == NULL) return;
DoCommandP(0, this->window_number, 0, CMD_RENAME_TOWN | CMD_MSG(STR_2008_CAN_T_RENAME_TOWN), NULL, str);
}
};
static const Widget _town_view_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TVW_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 171, 0, 13, STR_2005, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TVW_CAPTION
{ WWT_STICKYBOX, RESIZE_NONE, COLOUR_BROWN, 248, 259, 0, 13, 0x0, STR_STICKY_BUTTON}, // TVW_STICKY
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 259, 14, 105, 0x0, STR_NULL}, // TVW_VIEWPORTPANEL
{ WWT_INSET, RESIZE_NONE, COLOUR_BROWN, 2, 257, 16, 103, 0x0, STR_NULL}, // TVW_VIEWPORTINSET
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 259, 106, 137, 0x0, STR_NULL}, // TVW_INFOPANEL
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 0, 85, 138, 149, STR_00E4_LOCATION, STR_200B_CENTER_THE_MAIN_VIEW_ON}, // TVW_CENTERVIEW
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 86, 127, 138, 149, STR_2020_LOCAL_AUTHORITY, STR_2021_SHOW_INFORMATION_ON_LOCAL}, // TVW_SHOWAUTHORITY
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 172, 247, 0, 13, STR_0130_RENAME, STR_200C_CHANGE_TOWN_NAME}, // TVW_CHANGENAME
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 128, 171, 138, 149, STR_023C_EXPAND, STR_023B_INCREASE_SIZE_OF_TOWN}, // TVW_EXPAND
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 172, 259, 138, 149, STR_0290_DELETE, STR_0291_DELETE_THIS_TOWN_COMPLETELY}, // TVW_DELETE
{ WIDGETS_END},
};
static const WindowDesc _town_view_desc(
WDP_AUTO, WDP_AUTO, 260, TownViewWindow::TVW_HEIGHT_NORMAL, 260, TownViewWindow::TVW_HEIGHT_NORMAL,
WC_TOWN_VIEW, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON,
_town_view_widgets
);
void ShowTownViewWindow(TownID town)
{
AllocateWindowDescFront<TownViewWindow>(&_town_view_desc, town);
}
/** Widget numbers of town directory window. */
enum TownDirectoryWidgets {
TDW_CLOSEBOX,
TDW_CAPTION,
TDW_STICKYBOX,
TDW_SORTNAME,
TDW_SORTPOPULATION,
TDW_CENTERTOWN,
TDW_SCROLLBAR,
TDW_EMPTYBOTTOM,
TDW_RESIZEBOX,
};
static const Widget _town_directory_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TDW_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 195, 0, 13, STR_2000_TOWNS, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TDW_CAPTION
{ WWT_STICKYBOX, RESIZE_NONE, COLOUR_BROWN, 196, 207, 0, 13, 0x0, STR_STICKY_BUTTON}, // TDW_STICKYBOX
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 0, 98, 14, 25, STR_SORT_BY_NAME, STR_SORT_ORDER_TIP}, // TDW_SORTNAME
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_BROWN, 99, 195, 14, 25, STR_SORT_BY_POPULATION, STR_SORT_ORDER_TIP}, // TDW_SORTPOPULATION
{ WWT_PANEL, RESIZE_BOTTOM, COLOUR_BROWN, 0, 195, 26, 189, 0x0, STR_200A_TOWN_NAMES_CLICK_ON_NAME}, // TDW_CENTERTOWN
{ WWT_SCROLLBAR, RESIZE_BOTTOM, COLOUR_BROWN, 196, 207, 14, 189, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST}, // TDW_SCROLLBAR
{ WWT_PANEL, RESIZE_TB, COLOUR_BROWN, 0, 195, 190, 201, 0x0, STR_NULL}, // TDW_EMPTYBOTTOM
{ WWT_RESIZEBOX, RESIZE_TB, COLOUR_BROWN, 196, 207, 190, 201, 0x0, STR_RESIZE_BUTTON}, // TDW_RESIZEBOX
{ WIDGETS_END},
};
struct TownDirectoryWindow : public Window {
private:
/* Runtime saved values */
static Listing last_sorting;
static const Town *last_town;
/* Constants for sorting towns */
static GUITownList::SortFunction * const sorter_funcs[];
GUITownList towns;
void BuildTownList()
{
if (!this->towns.NeedRebuild()) return;
this->towns.Clear();
const Town *t;
FOR_ALL_TOWNS(t) {
*this->towns.Append() = t;
}
this->towns.Compact();
this->towns.RebuildDone();
}
void SortTownList()
{
last_town = NULL;
this->towns.Sort();
}
/** Sort by town name */
static int CDECL TownNameSorter(const Town * const *a, const Town * const *b)
{
static char buf_cache[64];
const Town *ta = *a;
const Town *tb = *b;
char buf[64];
SetDParam(0, ta->index);
GetString(buf, STR_TOWN, lastof(buf));
/* 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(buf_cache, STR_TOWN, lastof(buf_cache));
}
return strcmp(buf, buf_cache);
}
/** Sort by population */
static int CDECL TownPopulationSorter(const Town * const *a, const Town * const *b)
{
return (*a)->population - (*b)->population;
}
public:
TownDirectoryWindow(const WindowDesc *desc) : Window(desc, 0)
{
this->vscroll.cap = 16;
this->resize.step_height = 10;
this->resize.height = this->height - 10 * 6; // minimum of 10 items in the list, each item 10 high
this->towns.SetListing(this->last_sorting);
this->towns.SetSortFuncs(this->sorter_funcs);
this->towns.ForceRebuild();
this->FindWindowPlacementAndResize(desc);
}
~TownDirectoryWindow()
{
this->last_sorting = this->towns.GetListing();
}
virtual void OnPaint()
{
this->BuildTownList();
this->SortTownList();
SetVScrollCount(this, this->towns.Length());
this->DrawWidgets();
this->DrawSortButtonState(this->towns.SortType() == 0 ? TDW_SORTNAME : TDW_SORTPOPULATION, this->towns.IsDescSortOrder() ? SBS_DOWN : SBS_UP);
{
int n = 0;
uint16 i = this->vscroll.pos;
int y = 28;
while (i < this->towns.Length()) {
const Town *t = this->towns[i];
assert(t->xy != INVALID_TILE);
SetDParam(0, t->index);
SetDParam(1, t->population);
DrawString(2, this->width - 2, y, STR_2057, TC_FROMSTRING);
y += 10;
i++;
if (++n == this->vscroll.cap) break; // max number of towns in 1 window
}
SetDParam(0, GetWorldPopulation());
DrawString(3, this->width - 3, this->height - 12 + 2, STR_TOWN_POPULATION, TC_FROMSTRING);
}
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case TDW_SORTNAME: // Sort by Name ascending/descending
if (this->towns.SortType() == 0) {
this->towns.ToggleSortOrder();
} else {
this->towns.SetSortType(0);
}
this->SetDirty();
break;
case TDW_SORTPOPULATION: // Sort by Population ascending/descending
if (this->towns.SortType() == 1) {
this->towns.ToggleSortOrder();
} else {
this->towns.SetSortType(1);
}
this->SetDirty();
break;
case TDW_CENTERTOWN: { // Click on Town Matrix
uint16 id_v = (pt.y - 28) / 10;
if (id_v >= this->vscroll.cap) return; // click out of bounds
id_v += this->vscroll.pos;
if (id_v >= this->towns.Length()) return; // click out of town bounds
const Town *t = this->towns[id_v];
assert(t->xy != INVALID_TILE);
if (_ctrl_pressed) {
ShowExtraViewPortWindow(t->xy);
} else {
ScrollMainWindowToTile(t->xy);
}
break;
}
}
}
virtual void OnHundredthTick()
{
this->SetDirty();
}
virtual void OnResize(Point delta)
{
this->vscroll.cap += delta.y / 10;
}
virtual void OnInvalidateData(int data)
{
if (data == 0) {
this->towns.ForceRebuild();
} else {
this->towns.ForceResort();
}
}
};
Listing TownDirectoryWindow::last_sorting = {false, 0};
const Town *TownDirectoryWindow::last_town = NULL;
/* Available town directory sorting functions */
GUITownList::SortFunction * const TownDirectoryWindow::sorter_funcs[] = {
&TownNameSorter,
&TownPopulationSorter,
};
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
);
void ShowTownDirectory()
{
if (BringWindowToFrontById(WC_TOWN_DIRECTORY, 0)) return;
new TownDirectoryWindow(&_town_directory_desc);
}
void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (success) {
SndPlayTileFx(SND_1F_SPLAT, tile);
if (!_settings_client.gui.persistent_buildingtools) ResetObjectToPlace();
}
}
/** Widget numbers of town scenario editor window. */
enum TownScenarioEditorWidgets {
TSEW_CLOSEBOX,
TSEW_CAPTION,
TSEW_STICKYBOX,
TSEW_BACKGROUND,
TSEW_NEWTOWN,
TSEW_RANDOMTOWN,
TSEW_MANYRANDOMTOWNS,
TSEW_TOWNSIZE,
TSEW_SIZE_SMALL,
TSEW_SIZE_MEDIUM,
TSEW_SIZE_LARGE,
TSEW_SIZE_RANDOM,
TSEW_CITY,
TSEW_TOWNLAYOUT,
TSEW_LAYOUT_ORIGINAL,
TSEW_LAYOUT_BETTER,
TSEW_LAYOUT_GRID2,
TSEW_LAYOUT_GRID3,
TSEW_LAYOUT_RANDOM,
};
static const Widget _found_town_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TSEW_CLOSEBOX
{ WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS}, // TSEW_CAPTION
{ WWT_STICKYBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 148, 159, 0, 13, 0x0, STR_STICKY_BUTTON}, // TSEW_STICKYBOX
{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 161, 0x0, STR_NULL}, // TSEW_BACKGROUND
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 16, 27, STR_0234_NEW_TOWN, STR_0235_CONSTRUCT_NEW_TOWN}, // TSEW_NEWTOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 29, 40, STR_023D_RANDOM_TOWN, STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION}, // TSEW_RANDOMTOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 42, 53, STR_MANY_RANDOM_TOWNS, STR_RANDOM_TOWNS_TIP}, // TSEW_MANYRANDOMTOWNS
{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL}, // TSEW_TOWNSIZE
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 68, 79, STR_02A1_SMALL, STR_02A4_SELECT_TOWN_SIZE}, // TSEW_SIZE_SMALL
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 68, 79, STR_02A2_MEDIUM, STR_02A4_SELECT_TOWN_SIZE}, // TSEW_SIZE_MEDIUM
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 81, 92, STR_02A3_LARGE, STR_02A4_SELECT_TOWN_SIZE}, // TSEW_SIZE_LARGE
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 81, 92, STR_SELECT_TOWN_SIZE_RANDOM, STR_02A4_SELECT_TOWN_SIZE}, // TSEW_SIZE_RANDOM
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 96, 107, STR_FOUND_TOWN_CITY, STR_FOUND_TOWN_CITY_TOOLTIP}, // TSEW_CITY
{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 108, 121, STR_TOWN_ROAD_LAYOUT, STR_NULL}, // TSEW_TOWNLAYOUT
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 122, 133, STR_SELECT_LAYOUT_ORIGINAL, STR_SELECT_TOWN_ROAD_LAYOUT}, // TSEW_LAYOUT_ORIGINAL
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 122, 133, STR_SELECT_LAYOUT_BETTER_ROADS, STR_SELECT_TOWN_ROAD_LAYOUT}, // TSEW_LAYOUT_BETTER
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 135, 146, STR_SELECT_LAYOUT_2X2_GRID, STR_SELECT_TOWN_ROAD_LAYOUT}, // TSEW_LAYOUT_GRID2
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 135, 146, STR_SELECT_LAYOUT_3X3_GRID, STR_SELECT_TOWN_ROAD_LAYOUT}, // TSEW_LAYOUT_GRID3
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 148, 159, STR_SELECT_LAYOUT_RANDOM, STR_SELECT_TOWN_ROAD_LAYOUT}, // TSEW_LAYOUT_RANDOM
{ WIDGETS_END},
};
struct FoundTownWindow : Window
{
private:
static TownSize town_size;
static bool city;
static TownLayout town_layout;
public:
FoundTownWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->FindWindowPlacementAndResize(desc);
town_layout = _settings_game.economy.town_layout;
city = false;
this->UpdateButtons();
}
void UpdateButtons()
{
for (int i = TSEW_SIZE_SMALL; i <= TSEW_SIZE_RANDOM; i++) {
this->SetWidgetLoweredState(i, i == TSEW_SIZE_SMALL + town_size);
}
this->SetWidgetLoweredState(TSEW_CITY, city);
for (int i = TSEW_LAYOUT_ORIGINAL; i <= TSEW_LAYOUT_RANDOM; i++) {
this->SetWidgetLoweredState(i, i == TSEW_LAYOUT_ORIGINAL + town_layout);
}
this->SetDirty();
}
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: {
this->HandleButtonClick(TSEW_RANDOMTOWN);
_generating_world = true;
UpdateNearestTownForRoadTiles(true);
const Town *t = CreateRandomTown(20, town_size, city, town_layout);
UpdateNearestTownForRoadTiles(false);
_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;
UpdateNearestTownForRoadTiles(true);
if (!GenerateTowns(town_layout)) {
ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
}
UpdateNearestTownForRoadTiles(false);
_generating_world = false;
break;
case TSEW_SIZE_SMALL: case TSEW_SIZE_MEDIUM: case TSEW_SIZE_LARGE: case TSEW_SIZE_RANDOM:
town_size = (TownSize)(widget - TSEW_SIZE_SMALL);
this->UpdateButtons();
break;
case TSEW_CITY:
city ^= true;
this->SetWidgetLoweredState(TSEW_CITY, city);
this->SetDirty();
break;
case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2:
case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM:
town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL);
this->UpdateButtons();
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->UpdateButtons();
}
static void PlaceProc_Town(TileIndex tile)
{
uint32 townnameparts;
if (!GenerateTownName(&townnameparts)) {
ShowErrorMessage(STR_023A_TOO_MANY_TOWNS, STR_0236_CAN_T_BUILD_TOWN_HERE, 0, 0);
return;
}
DoCommandP(tile, town_size | city << 2 | town_layout << 3, townnameparts, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
}
};
TownSize FoundTownWindow::town_size = TS_MEDIUM; // select medium-sized towns per default;
bool FoundTownWindow::city;
TownLayout FoundTownWindow::town_layout;
static const WindowDesc _found_town_desc(
WDP_AUTO, WDP_AUTO, 160, 162, 160, 162,
WC_FOUND_TOWN, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON | WDF_CONSTRUCTION,
_found_town_widgets
);
void ShowBuildTownWindow()
{
if (_game_mode != GM_EDITOR && !IsValidCompanyID(_local_company)) return;
AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);
}
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