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path: root/src/town_gui.cpp
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/* $Id$ */

/** @file town_gui.cpp */

#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 "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;
}

static void TownAuthorityWndProc(Window *w, WindowEvent *e)
{
	switch (e->event) {
	case WE_PAINT: {
		const Town *t = GetTown(w->window_number);
		int numact;
		uint buttons = GetMaskOfTownActions(&numact, _local_player, t);

		SetVScrollCount(w, numact + 1);

		if (WP(w, def_d).data_1 != -1 && !HasBit(buttons, WP(w,def_d).data_1))
			WP(w, def_d).data_1 = -1;

		w->SetWidgetDisabledState(6, WP(w, def_d).data_1 == -1);

		{
			int y;
			const Player *p;
			int r;
			StringID str;

			SetDParam(0, w->window_number);
			DrawWindowWidgets(w);

			DrawString(2, 15, STR_2023_TRANSPORT_COMPANY_RATINGS, TC_FROMSTRING);

			/* Draw list of players */
			y = 25;
			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);

					r = t->ratings[p->index];
					(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;
				}
			}
		}

		/* Draw actions list */
		{
			int y = 107, i;
			int pos = w->vscroll.pos;

			if (--pos < 0) {
				DrawString(2, y, STR_2045_ACTIONS_AVAILABLE, TC_FROMSTRING);
				y += 10;
			}
			for (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;
				}
			}
		}

		{
			int i = WP(w, def_d).data_1;

			if (i != -1) {
				SetDParam(1, (_price.build_industry >> 8) * _town_action_costs[i]);
				SetDParam(0, STR_2046_SMALL_ADVERTISING_CAMPAIGN + i);
				DrawStringMultiLine(2, 159, STR_204D_INITIATE_A_SMALL_LOCAL + i, 313);
			}
		}

	} break;

	case WE_DOUBLE_CLICK:
	case WE_CLICK:
		switch (e->we.click.widget) {
			case TWA_COMMAND_LIST: {
				const Town *t = GetTown(w->window_number);
				int y = (e->we.click.pt.y - 0x6B) / 10;

				if (!IsInsideMM(y, 0, 5)) return;

				y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_player, t), y + w->vscroll.pos - 1);
				if (y >= 0) {
					WP(w, def_d).data_1 = y;
					SetWindowDirty(w);
				}
				/* Fall through to clicking in case we are double-clicked */
				if (e->event != WE_DOUBLE_CLICK || y < 0) break;
			}

			case TWA_EXECUTE:
				DoCommandP(GetTown(w->window_number)->xy, w->window_number, WP(w, def_d).data_1, NULL, CMD_DO_TOWN_ACTION | CMD_MSG(STR_00B4_CAN_T_DO_THIS));
				break;
		}
		break;

	case WE_4:
		SetWindowDirty(w);
		break;
	}
}

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,
	TownAuthorityWndProc
};

static void ShowTownAuthorityWindow(uint town)
{
	Window *w = AllocateWindowDescFront(&_town_authority_desc, town);

	if (w != NULL) {
		w->vscroll.cap = 5;
		WP(w, def_d).data_1 = -1;
	}
}

static void TownViewWndProc(Window *w, WindowEvent *e)
{
	Town *t = GetTown(w->window_number);

	switch (e->event) {
	case WE_CREATE:
		if (t->larger_town) w->widget[1].data = STR_CITY;
		break;

	case WE_PAINT:
		/* disable renaming town in network games if you are not the server */
		w->SetWidgetDisabledState(8, _networking && !_network_server);

		SetDParam(0, t->index);
		DrawWindowWidgets(w);

		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);

		DrawWindowViewport(w);
		break;

	case WE_CLICK:
		switch (e->we.click.widget) {
			case 6: /* scroll to location */
				ScrollMainWindowToTile(t->xy);
				break;

			case 7: /* town authority */
				ShowTownAuthorityWindow(w->window_number);
				break;

			case 8: /* rename */
				SetDParam(0, w->window_number);
				ShowQueryString(STR_TOWN, STR_2007_RENAME_TOWN, 31, 130, w, CS_ALPHANUMERAL);
				break;

			case 9: /* expand town */
				ExpandTown(t);
				break;

			case 10: /* delete town */
				delete t;
				break;
		} break;

	case WE_ON_EDIT_TEXT:
		if (e->we.edittext.str[0] != '\0') {
			_cmd_text = e->we.edittext.str;
			DoCommandP(0, w->window_number, 0, NULL,
				CMD_RENAME_TOWN | CMD_MSG(STR_2008_CAN_T_RENAME_TOWN));
		}
		break;
	}
}


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,   247,     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,   259,   138,   149, STR_0130_RENAME,          STR_200C_CHANGE_TOWN_NAME},
{   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,
	TownViewWndProc
};

static const Widget _town_view_scen_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_EMPTY,   RESIZE_NONE,     0,     0,     0,     0,     0, 0x0,               STR_NULL},
{ WWT_PUSHTXTBTN,   RESIZE_NONE,    13,   173,   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_scen_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_scen_widgets,
	TownViewWndProc
};

void ShowTownViewWindow(TownID town)
{
	Window *w;

	if (_game_mode != GM_EDITOR) {
		w = AllocateWindowDescFront(&_town_view_desc, town);
	} else {
		w = AllocateWindowDescFront(&_town_view_scen_desc, town);
	}

	if (w != NULL) {
		w->flags4 |= WF_DISABLE_VP_SCROLL;
		AssignWindowViewport(w, 3, 17, 0xFE, 0x56, GetTown(town)->xy, ZOOM_LVL_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);

		DrawWindowWidgets(w);
		DrawSortButtonState(w, (_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;
				SetWindowDirty(w);
			} break;

			case TDW_SORTPOPULATION: { /* Sort by Population ascending/descending */
				_town_sort_order = (_town_sort_order == 2) ? 3 : 2;
				_town_sort_dirty = true;
				SetWindowDirty(w);
			} 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);
				ScrollMainWindowToTile(t->xy);
			} break;
		}
		break;

	case WE_4:
		SetWindowDirty(w);
		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));
}

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},
};

static void ScenEditTownGenWndProc(Window *w, WindowEvent *e)
{
	switch (e->event) {
	case WE_PAINT:
		DrawWindowWidgets(w);
		break;

	case WE_CREATE:
		w->LowerWidget(_scengen_town_size + 7);
		break;

	case WE_CLICK:
		switch (e->we.click.widget) {
		case 4: // new town
			HandlePlacePushButton(w, 4, SPR_CURSOR_TOWN, VHM_RECT, PlaceProc_Town);
			break;
		case 5: {// random town
			Town *t;
			uint size = min(_scengen_town_size, (int)TSM_CITY);
			TownSizeMode mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED;

			w->HandleButtonClick(5);
			_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 6: {// many random towns
			w->HandleButtonClick(6);

			_generating_world = true;
			if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
			_generating_world = false;
			break;
		}

		case 7: case 8: case 9: case 10:
			w->RaiseWidget(_scengen_town_size + 7);
			_scengen_town_size = e->we.click.widget - 7;
			w->LowerWidget(_scengen_town_size + 7);
			SetWindowDirty(w);
			break;
		}
		break;

	case WE_TIMEOUT:
		w->RaiseWidget(5);
		w->RaiseWidget(6);
		SetWindowDirty(w);
		break;
	case WE_PLACE_OBJ:
		_place_proc(e->we.place.tile);
		break;
	case WE_ABORT_PLACE_OBJ:
		w->RaiseButtons();
		w->LowerWidget(_scengen_town_size + 7);
		SetWindowDirty(w);
		break;
	}
}

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,
	ScenEditTownGenWndProc,
};

void ShowBuildTownWindow()
{
	if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
	AllocateWindowDescFront(&_scen_edit_town_gen_desc, 0);
}