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Location: cpp/openttd-patchpack/source/src/highscore_gui.cpp - annotation
r18113:df542352bae9
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(svn r22948) -Update from WebTranslator v3.0:
icelandic - 3 changes by baldur
latvian - 80 changes by Parastais
welsh - 94 changes by kazzie
icelandic - 3 changes by baldur
latvian - 80 changes by Parastais
welsh - 94 changes by kazzie
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file highscore_gui.cpp Definition of the HighScore and EndGame windows */
#include "stdafx.h"
#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 "strings_func.h"
#include "hotkeys.h"
enum HighscoreWidgets {
HSW_BACKGROUND,
};
struct EndGameHighScoreBaseWindow : Window {
uint32 background_img;
int8 rank;
EndGameHighScoreBaseWindow(const WindowDesc *desc) : Window()
{
this->InitNested(desc);
CLRBITS(this->flags4, WF_WHITE_BORDER_MASK);
ResizeWindow(this, _screen.width - this->width, _screen.height - this->height);
}
/* Always draw a maximized window and within it the centered background */
void SetupHighScoreEndWindow()
{
/* Resize window to "full-screen". */
if (this->width != _screen.width || this->height != _screen.height) ResizeWindow(this, _screen.width - this->width, _screen.height - this->height);
this->DrawWidgets();
Point pt = this->GetTopLeft640x480();
/* Center Highscore/Endscreen background */
for (uint i = 0; i < 10; i++) { // the image is split into 10 50px high parts
DrawSprite(this->background_img + i, PAL_NONE, pt.x, pt.y + (i * 50));
}
}
/** Return the coordinate of the screen such that a window of 640x480 is centered at the screen. */
Point GetTopLeft640x480()
{
Point pt = {max(0, (_screen.width / 2) - (640 / 2)), max(0, (_screen.height / 2) - (480 / 2))};
return pt;
}
virtual void OnClick(Point pt, int widget, int click_count)
{
delete this;
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
/* All keys are 'handled' by this window but we want to make
* sure that 'quit' still works correctly. Not handling the
* quit key is enough so the main toolbar can handle it. */
if (IsQuitKey(keycode)) return ES_NOT_HANDLED;
switch (keycode) {
/* Keys for telling we want to go on */
case WKC_RETURN:
case WKC_ESC:
case WKC_SPACE:
delete this;
return ES_HANDLED;
default:
/* We want to handle all keys; we don't want windows in
* the background to open. Especially the ones that do
* locate themselves based on the status-/toolbars. */
return ES_HANDLED;
}
}
};
/** 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, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
this->background_img = SPR_TYCOON_IMG1_BEGIN;
if (_local_company != COMPANY_SPECTATOR) {
const Company *c = Company::Get(_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 = Company::Get(_local_company);
this->window_number = _settings_game.difficulty.diff_level;
this->rank = SaveHighScoreValue(c);
}
MarkWholeScreenDirty();
}
~EndGameWindow()
{
if (!_networking) DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause
ShowHighscoreTable(this->window_number, this->rank);
}
virtual void OnPaint()
{
this->SetupHighScoreEndWindow();
Point pt = this->GetTopLeft640x480();
const Company *c = Company::GetIfValid(_local_company);
if (c == NULL) return;
/* 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(pt.x + 15, pt.x + 640 - 25, pt.y + 90, pt.y + 160, STR_HIGHSCORE_PRESIDENT_OF_COMPANY_ACHIEVES_STATUS, TC_FROMSTRING, SA_CENTER);
} else {
SetDParam(0, c->index);
SetDParam(1, EndGameGetPerformanceTitleFromValue(c->old_economy[0].performance_history));
DrawStringMultiLine(pt.x + 36, pt.x + 640, pt.y + 140, pt.y + 206, STR_HIGHSCORE_COMPANY_ACHIEVES_STATUS, TC_FROMSTRING, 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, PM_PAUSED_NORMAL, 1, 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, PM_PAUSED_NORMAL, 0, CMD_PAUSE); // unpause
}
virtual void OnPaint()
{
const HighScore *hs = _highscore_table[this->window_number];
this->SetupHighScoreEndWindow();
Point pt = this->GetTopLeft640x480();
SetDParam(0, ORIGINAL_END_YEAR);
SetDParam(1, this->window_number + STR_DIFFICULTY_LEVEL_EASY);
DrawStringMultiLine(pt.x + 70, pt.x + 570, pt.y, pt.y + 140, !_networking ? STR_HIGHSCORE_TOP_COMPANIES_WHO_REACHED : STR_HIGHSCORE_TOP_COMPANIES_NETWORK_GAME, TC_FROMSTRING, SA_CENTER);
/* Draw Highscore peepz */
for (uint8 i = 0; i < lengthof(_highscore_table[0]); i++) {
SetDParam(0, i + 1);
DrawString(pt.x + 40, pt.x + 600, pt.y + 140 + (i * 55), STR_HIGHSCORE_POSITION);
if (hs[i].company[0] != '\0') {
TextColour colour = (this->rank == i) ? TC_RED : TC_BLACK; // draw new highscore in red
DrawString(pt.x + 71, pt.x + 569, pt.y + 140 + (i * 55), hs[i].company, colour);
SetDParam(0, hs[i].title);
SetDParam(1, hs[i].score);
DrawString(pt.x + 71, pt.x + 569, pt.y + 140 + FONT_HEIGHT_LARGE + (i * 55), STR_HIGHSCORE_STATS, colour);
}
}
}
};
static const NWidgetPart _nested_highscore_widgets[] = {
NWidget(WWT_PANEL, COLOUR_END, HSW_BACKGROUND), SetMinimalSize(641, 481), SetResize(1, 1), EndContainer(),
};
static const WindowDesc _highscore_desc(
WDP_MANUAL, 0, 0,
WC_HIGHSCORE, WC_NONE,
0,
_nested_highscore_widgets, lengthof(_nested_highscore_widgets)
);
static const WindowDesc _endgame_desc(
WDP_MANUAL, 0, 0,
WC_ENDSCREEN, WC_NONE,
0,
_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 && !Company::IsValidID(_local_company))) return;
HideVitalWindows();
DeleteWindowByClass(WC_ENDSCREEN);
new EndGameWindow(&_endgame_desc);
}
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