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|
/* $Id$ */
/** @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
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 {
private:
Town *town;
int sel_index;
enum TownAuthorityWidget {
TWA_CLOSEBOX = 0,
TWA_CAPTION,
TWA_RATING_INFO,
TWA_COMMAND_LIST,
TWA_SCROLLBAR,
TWA_ACTION_INFO,
TWA_EXECUTE,
};
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_player, 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();
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(this->town->have_ratings, p->index) || this->town->exclusivity == p->index)) {
DrawPlayerIcon(p->index, 2, y);
SetDParam(0, p->index);
SetDParam(1, p->index);
int r = this->town->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 (this->town->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: {
int y = (pt.y - 0x6B) / 10;
if (!IsInsideMM(y, 0, 5)) return;
y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_player, 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, 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,
};
static void ShowTownAuthorityWindow(uint town)
{
AllocateWindowDescFront<TownAuthorityWindow>(&_town_authority_desc, town);
}
struct TownViewWindow : Window {
private:
Town *town;
enum TownViewWidget {
TVW_CAPTION = 1,
TVW_STICKY,
TVW_VIEWPORTPANEL,
TVW_INFOPANEL = 5,
TVW_CENTERVIEW,
TVW_SHOWAUTORITY,
TVW_CHANGENAME,
TVW_EXPAND,
TVW_DELETE,
};
public:
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;
InitializeWindowViewport(this, 3, 17, 254, 86, this->town->xy, ZOOM_LVL_TOWN);
if (this->town->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;
}
/* Space required for showing noise level information */
if (_patches.station_noise_level) {
ResizeWindowForWidget(this, TVW_INFOPANEL, 0, 10);
}
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();
SetDParam(0, this->town->population);
SetDParam(1, this->town->num_houses);
DrawString(2, 107, STR_2006_POPULATION, TC_FROMSTRING);
SetDParam(0, this->town->act_pass);
SetDParam(1, this->town->max_pass);
DrawString(2, 117, STR_200D_PASSENGERS_LAST_MONTH_MAX, TC_FROMSTRING);
SetDParam(0, this->town->act_mail);
SetDParam(1, this->town->max_mail);
DrawString(2, 127, STR_200E_MAIL_LAST_MONTH_MAX, TC_FROMSTRING);
this->DrawViewport();
/* only show the town noise, if the noise option is activated. */
if (_patches.station_noise_level) {
SetDParam(0, this->town->noise_reached);
SetDParam(1, this->town->MaxTownNoise());
DrawString(2, 137, STR_NOISE_IN_TOWN, 0);
}
}
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_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(this->town);
break;
case TVW_DELETE: /* delete town - only available on Scenario editor */
delete this->town;
break;
}
}
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
if (_patches.station_noise_level) { // adjust depending
if (this->height == 150) { // window is smaller, needs to be bigger
ResizeWindowForWidget(this, TVW_INFOPANEL, 0, 10);
}
} else {
if (this->height != 150) { // window is bigger, needs to be smaller
ResizeWindowForWidget(this, TVW_INFOPANEL, 0, -10);
}
}
}
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,
};
void ShowTownViewWindow(TownID town)
{
AllocateWindowDescFront<TownViewWindow>(&_town_view_desc, town);
}
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");
}
struct TownDirectoryWindow : public Window {
private:
enum TownDirectoryWidget {
TDW_SORTNAME = 3,
TDW_SORTPOPULATION,
TDW_CENTERTOWN,
};
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->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
if (_town_sort_dirty) {
_town_sort_dirty = false;
MakeSortedTownList();
}
SetVScrollCount(this, _num_town_sort);
this->DrawWidgets();
this->DrawSortButtonState((_town_sort_order <= 1) ? TDW_SORTNAME : TDW_SORTPOPULATION, _town_sort_order & 1 ? SBS_DOWN : SBS_UP);
{
int n = 0;
uint16 i = this->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 == this->vscroll.cap) break; // max number of towns in 1 window
}
SetDParam(0, GetWorldPopulation());
DrawString(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 */
_town_sort_order = (_town_sort_order == 0) ? 1 : 0;
_town_sort_dirty = true;
this->SetDirty();
break;
case TDW_SORTPOPULATION: /* Sort by Population ascending/descending */
_town_sort_order = (_town_sort_order == 2) ? 3 : 2;
_town_sort_dirty = true;
this->SetDirty();
break;
case TDW_CENTERTOWN: { /* Click on Town Matrix */
const Town* t;
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 >= _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;
}
}
}
virtual void OnHundredthTick()
{
this->SetDirty();
}
virtual void OnResize(Point new_size, Point delta)
{
this->vscroll.cap += delta.y / 10;
}
};
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()
{
new TownDirectoryWindow(&_town_directory_desc);
}
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));
}
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
{
private:
enum TownScenarioEditorWidget {
TSEW_NEWTOWN = 4,
TSEW_RANDOMTOWN,
TSEW_MANYRANDOMTOWNS,
TSEW_SMALLTOWN,
TSEW_MEDIUMTOWN,
TSEW_LARGETOWN,
TSEW_CITY,
};
public:
ScenarioEditorTownGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
this->FindWindowPlacementAndResize(desc);
}
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,
};
void ShowBuildTownWindow()
{
if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
AllocateWindowDescFront<ScenarioEditorTownGenerationWindow>(&_scen_edit_town_gen_desc, 0);
}
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