(svn r13579) -Fix [FS#2088]: process the order coming after a conditional order, otherwise the vehicle would already leaving the station before it knows where the next destination is, making it leave in the wrong way. However, after processing as many conditional orders as there are in the order list it will stop processing them in order to not create an infinite loop.
/* $Id$ */
/** @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 "sortlist_type.h"
#include "table/sprites.h"
#include "table/strings.h"
typedef GUIList<const Town*> GUITownList;
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 && !(_settings_game.economy.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 && (!_settings_game.economy.bribe || t->ratings[pid] >= RATING_BRIBE_MAXIMUM))
continue;
/* Is the player not able to buy exclusive rights ? */
if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.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 (_settings_game.economy.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 (_settings_game.economy.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 (_settings_game.economy.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},
};
struct TownDirectoryWindow : public Window {
private:
enum TownDirectoryWidget {
TDW_SORTNAME = 3,
TDW_SORTPOPULATION,
TDW_CENTERTOWN,
};
/* 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);
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 */
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);
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;
}
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);
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);
}