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@ r11281:2a8f284d1a02
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Location: cpp/openttd-patchpack/source/src/genworld_gui.cpp
r11281:2a8f284d1a02
48.2 KiB
text/x-c
(svn r15635) -Fix [FS#2707]: don't allow more than 64 road vehicles to reserve a slot at a single road stop. 255 + 1 gives trouble, but 64 is even more than the roadstop would be able to handle within the slot timeout time.
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/** @file genworld_gui.cpp GUI to configure and show progress during map generation. */
#include "stdafx.h"
#include "openttd.h"
#include "heightmap.h"
#include "gui.h"
#include "variables.h"
#include "settings_func.h"
#include "debug.h"
#include "genworld.h"
#include "network/network.h"
#include "newgrf_config.h"
#include "strings_func.h"
#include "window_func.h"
#include "date_func.h"
#include "sound_func.h"
#include "fios.h"
#include "string_func.h"
#include "gfx_func.h"
#include "settings_type.h"
#include "widgets/dropdown_type.h"
#include "widgets/dropdown_func.h"
#include "core/random_func.hpp"
#include "landscape_type.h"
#include "querystring_gui.h"
#include "table/strings.h"
#include "table/sprites.h"
/**
* In what 'mode' the GenerateLandscapeWindowProc is.
*/
enum glwp_modes {
GLWP_GENERATE,
GLWP_HEIGHTMAP,
GLWP_SCENARIO,
GLWP_END
};
extern void SwitchToMode(SwitchMode new_mode);
extern void MakeNewgameSettingsLive();
static inline void SetNewLandscapeType(byte landscape)
{
_settings_newgame.game_creation.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
InvalidateWindowClasses(WC_GENERATE_LANDSCAPE);
}
enum GenerateLandscapeWindowWidgets {
GLAND_TEMPERATE = 3,
GLAND_ARCTIC,
GLAND_TROPICAL,
GLAND_TOYLAND,
GLAND_MAPSIZE_X_TEXT,
GLAND_MAPSIZE_X_PULLDOWN,
GLAND_MAPSIZE_Y_TEXT,
GLAND_MAPSIZE_Y_PULLDOWN,
GLAND_TOWN_TEXT,
GLAND_TOWN_PULLDOWN,
GLAND_INDUSTRY_TEXT,
GLAND_INDUSTRY_PULLDOWN,
GLAND_RANDOM_TEXT,
GLAND_RANDOM_EDITBOX,
GLAND_RANDOM_BUTTON,
GLAND_GENERATE_BUTTON,
GLAND_START_DATE_TEXT1,
GLAND_START_DATE_DOWN,
GLAND_START_DATE_TEXT,
GLAND_START_DATE_UP,
GLAND_SNOW_LEVEL_TEXT1,
GLAND_SNOW_LEVEL_DOWN,
GLAND_SNOW_LEVEL_TEXT,
GLAND_SNOW_LEVEL_UP,
GLAND_TREE_TEXT,
GLAND_TREE_PULLDOWN,
GLAND_LANDSCAPE_TEXT,
GLAND_LANDSCAPE_PULLDOWN,
GLAND_HEIGHTMAP_ROTATION_TEXT = GLAND_LANDSCAPE_TEXT,
GLAND_HEIGHTMAP_ROTATION_PULLDOWN = GLAND_LANDSCAPE_PULLDOWN,
GLAND_TERRAIN_TEXT,
GLAND_TERRAIN_PULLDOWN,
GLAND_WATER_TEXT,
GLAND_WATER_PULLDOWN,
GLAND_SMOOTHNESS_TEXT,
GLAND_SMOOTHNESS_PULLDOWN,
GLAND_BORDER_TYPES,
GLAND_BORDERS_RANDOM,
GLAND_WATER_NW_TEXT,
GLAND_WATER_NE_TEXT,
GLAND_WATER_SE_TEXT,
GLAND_WATER_SW_TEXT,
GLAND_WATER_NW,
GLAND_WATER_NE,
GLAND_WATER_SE,
GLAND_WATER_SW,
};
static const Widget _generate_landscape_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 337, 14, 313, 0x0, STR_NULL},
/* Landscape selection */
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, // GLAND_TEMPERATE
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, // GLAND_ARCTIC
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, // GLAND_TROPICAL
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, // GLAND_TOYLAND
/* Mapsize X */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 91, 101, STR_MAPSIZE, STR_NULL}, // GLAND_MAPSIZE_X_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 161, 90, 101, STR_NUM_1, STR_NULL}, // GLAND_MAPSIZE_X_PULLDOWN
/* Mapsize Y */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 168, 176, 91, 101, STR_BY, STR_NULL}, // GLAND_MAPSIZE_Y_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 180, 227, 90, 101, STR_NUM_2, STR_NULL}, // GLAND_MAPSIZE_Y_PULLDOWN
/* Number of towns */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 113, 123, STR_NUMBER_OF_TOWNS, STR_NULL}, // GLAND_TOWN_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 175, 112, 123, 0x0, STR_NULL}, // GLAND_TOWN_PULLDOWN
/* Number of industries */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 131, 141, STR_NUMBER_OF_INDUSTRIES, STR_NULL}, // GLAND_INDUSTRY_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 175, 130, 141, 0x0, STR_NULL}, // GLAND_INDUSTRY_PULLDOWN
/* Edit box for seed */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 153, 163, STR_RANDOM_SEED, STR_NULL}, // GLAND_RANDOM_TEXT
{ WWT_EDITBOX, RESIZE_NONE, COLOUR_WHITE, 114, 207, 152, 163, STR_RANDOM_SEED_OSKTITLE, STR_RANDOM_SEED_HELP}, // GLAND_RANDOM_EDITBOX
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 216, 326, 152, 163, STR_RANDOM, STR_RANDOM_HELP}, // GLAND_RANDOM_BUTTON
/* Generate button */
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREEN, 243, 326, 228, 257, STR_GENERATE, STR_NULL}, // GLAND_GENERATE_BUTTON
/* Start date */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 182, 212, 113, 123, STR_DATE, STR_NULL}, // GLAND_START_DATE_TEXT1
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 216, 227, 112, 123, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, // GLAND_START_DATE_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 228, 314, 112, 123, STR_GENERATE_DATE, STR_NULL}, // GLAND_START_DATE_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 112, 123, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, // GLAND_START_DATE_UP
/* Snow line */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 182, 278, 131, 141, STR_SNOW_LINE_HEIGHT, STR_NULL}, // GLAND_SNOW_LEVEL_TEXT1
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 282, 293, 130, 141, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, // GLAND_SNOW_LEVEL_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 294, 314, 130, 141, STR_NUM_3, STR_NULL}, // GLAND_SNOW_LEVEL_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 130, 141, SPR_ARROW_UP, STR_SNOW_LINE_UP}, // GLAND_SNOW_LEVEL_UP
/* Tree placer */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 193, 203, STR_TREE_PLACER, STR_NULL}, // GLAND_TREE_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 192, 203, 0x0, STR_NULL}, // GLAND_TREE_PULLDOWN
/* Landscape generator */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 175, 185, STR_LAND_GENERATOR, STR_NULL}, // GLAND_LANDSCAPE_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 174, 185, 0x0, STR_NULL}, // GLAND_LANDSCAPE_PULLDOWN
/* Terrain type */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 211, 221, STR_TERRAIN_TYPE, STR_NULL}, // GLAND_TERRAIN_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 210, 221, 0x0, STR_NULL}, // GLAND_TERRAIN_PULLDOWN
/* Water quantity */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 229, 239, STR_QUANTITY_OF_SEA_LAKES, STR_NULL}, // GLAND_WATER_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 228, 239, 0x0, STR_NULL}, // GLAND_WATER_PULLDOWN
/* Map smoothness */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 247, 257, STR_SMOOTHNESS, STR_NULL}, // GLAND_SMOOTHNESS_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 246, 257, 0x0, STR_NULL}, // GLAND_SMOOTHNESS_PULLDOWN
/* Water borders */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 265, 275, STR_BORDER_TYPE, STR_NULL}, // GLAND_BORDER_TYPES
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 264, 275, STR_BORDER_RANDOMIZE, STR_NULL}, // GLAND_BORDERS_RANDOM
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 95, 282, 292, STR_NORTHWEST, STR_NULL}, // GLAND_WATER_NW_TEXT
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 282, 292, STR_NORTHEAST, STR_NULL}, // GLAND_WATER_NE_TEXT
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 294, 304, STR_SOUTHEAST, STR_NULL}, // GLAND_WATER_SE_TEXT
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 95, 294, 304, STR_SOUTHWEST, STR_NULL}, // GLAND_WATER_SW_TEXT
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 100, 172, 280, 291, 0x0, STR_NORTHWEST}, // GLAND_WATER_NW
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 173, 245, 280, 291, 0x0, STR_NORTHEAST}, // GLAND_WATER_NE
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 173, 245, 292, 303, 0x0, STR_SOUTHEAST}, // GLAND_WATER_SE
{ WWT_PUSHTXTBTN, RESIZE_NONE, COLOUR_ORANGE, 100, 172, 292, 303, 0x0, STR_SOUTHWEST}, // GLAND_WATER_SW
{ WIDGETS_END},
};
static const Widget _heightmap_load_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 337, 14, 235, 0x0, STR_NULL},
/* Landscape selection */
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, // GLAND_TEMPERATE
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, // GLAND_ARCTIC
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, // GLAND_TROPICAL
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, // GLAND_TOYLAND
/* Mapsize X */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 113, 123, STR_MAPSIZE, STR_NULL}, // GLAND_MAPSIZE_X_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 161, 112, 123, STR_NUM_1, STR_NULL}, // GLAND_MAPSIZE_X_PULLDOWN
/* Mapsize Y */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 168, 176, 113, 123, STR_BY, STR_NULL}, // GLAND_MAPSIZE_Y_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 180, 227, 112, 123, STR_NUM_2, STR_NULL}, // GLAND_MAPSIZE_Y_PULLDOWN
/* Number of towns */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 135, 145, STR_NUMBER_OF_TOWNS, STR_NULL}, // GLAND_TOWN_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 175, 134, 145, 0x0, STR_NULL}, // GLAND_TOWN_PULLDOWN
/* Number of industries */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 153, 163, STR_NUMBER_OF_INDUSTRIES, STR_NULL}, // GLAND_INDUSTRY_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 175, 152, 163, 0x0, STR_NULL}, // GLAND_INDUSTRY_PULLDOWN
/* Edit box for seed */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 175, 185, STR_RANDOM_SEED, STR_NULL}, // GLAND_RANDOM_TEXT
{ WWT_EDITBOX, RESIZE_NONE, COLOUR_WHITE, 114, 207, 174, 185, STR_RANDOM_SEED_OSKTITLE, STR_RANDOM_SEED_HELP}, // GLAND_RANDOM_EDITBOX
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 216, 326, 174, 185, STR_RANDOM, STR_RANDOM_HELP}, // GLAND_RANDOM_BUTTON
/* Generate button */
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREEN, 243, 326, 196, 225, STR_GENERATE, STR_NULL}, // GLAND_GENERATE_BUTTON
/* Starting date */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 182, 212, 135, 145, STR_DATE, STR_NULL}, // GLAND_START_DATE_TEXT1
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 216, 227, 134, 145, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, // GLAND_START_DATE_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 228, 314, 134, 145, STR_GENERATE_DATE, STR_NULL}, // GLAND_START_DATE_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 134, 145, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, // GLAND_START_DATE_UP
/* Snow line */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 182, 278, 153, 163, STR_SNOW_LINE_HEIGHT, STR_NULL}, // GLAND_SNOW_LEVEL_TEXT1
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 282, 293, 152, 163, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN}, // GLAND_SNOW_LEVEL_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 294, 314, 152, 163, STR_NUM_3, STR_NULL}, // GLAND_SNOW_LEVEL_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 152, 163, SPR_ARROW_UP, STR_SNOW_LINE_UP}, // GLAND_SNOW_LEVEL_UP
/* Tree placer */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 197, 207, STR_TREE_PLACER, STR_NULL}, // GLAND_TREE_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 196, 207, STR_0225, STR_NULL}, // GLAND_TREE_PULLDOWN
/* Heightmap rotation */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 12, 110, 215, 225, STR_HEIGHTMAP_ROTATION, STR_NULL}, // GLAND_HEIGHTMAP_ROTATION_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 114, 231, 214, 225, STR_0225, STR_NULL}, // GLAND_HEIGHTMAP_ROTATION_PULLDOWN
{ WIDGETS_END},
};
void StartGeneratingLandscape(glwp_modes mode)
{
DeleteAllNonVitalWindows();
/* Copy all XXX_newgame to XXX when coming from outside the editor */
MakeNewgameSettingsLive();
ResetGRFConfig(true);
SndPlayFx(SND_15_BEEP);
switch (mode) {
case GLWP_GENERATE: _switch_mode = (_game_mode == GM_EDITOR) ? SM_GENRANDLAND : SM_NEWGAME; break;
case GLWP_HEIGHTMAP: _switch_mode = (_game_mode == GM_EDITOR) ? SM_LOAD_HEIGHTMAP : SM_START_HEIGHTMAP; break;
case GLWP_SCENARIO: _switch_mode = SM_EDITOR; break;
default: NOT_REACHED();
}
}
static void LandscapeGenerationCallback(Window *w, bool confirmed)
{
if (confirmed) StartGeneratingLandscape((glwp_modes)w->window_number);
}
static DropDownList *BuildMapsizeDropDown()
{
DropDownList *list = new DropDownList();
for (uint i = 6; i <= 11; i++) {
DropDownListParamStringItem *item = new DropDownListParamStringItem(STR_JUST_INT, i, false);
item->SetParam(0, 1 << i);
list->push_back(item);
}
return list;
}
static const StringID _elevations[] = {STR_682A_VERY_FLAT, STR_682B_FLAT, STR_682C_HILLY, STR_682D_MOUNTAINOUS, INVALID_STRING_ID};
static const StringID _sea_lakes[] = {STR_VERY_LOW, STR_6820_LOW, STR_6821_MEDIUM, STR_6822_HIGH, INVALID_STRING_ID};
static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
static const StringID _tree_placer[] = {STR_CONFIG_SETTING_TREE_PLACER_NONE, STR_CONFIG_SETTING_TREE_PLACER_ORIGINAL, STR_CONFIG_SETTING_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
static const StringID _num_inds[] = {STR_NONE, STR_NUM_VERY_LOW, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
struct GenerateLandscapeWindow : public QueryStringBaseWindow {
uint widget_id;
uint x;
uint y;
char name[64];
glwp_modes mode;
GenerateLandscapeWindow(const WindowDesc *desc, WindowNumber number = 0) : QueryStringBaseWindow(11, desc, number)
{
this->LowerWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE);
/* snprintf() always outputs trailing '\0', so whole buffer can be used */
snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed);
InitializeTextBuffer(&this->text, this->edit_str_buf, this->edit_str_size, 120);
this->SetFocusedWidget(GLAND_RANDOM_EDITBOX);
this->caption = STR_NULL;
this->afilter = CS_NUMERAL;
this->mode = (glwp_modes)this->window_number;
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
/* You can't select smoothness / non-water borders if not terragenesis */
if (mode == GLWP_GENERATE) {
this->SetWidgetDisabledState(GLAND_SMOOTHNESS_PULLDOWN, _settings_newgame.game_creation.land_generator == 0);
this->SetWidgetDisabledState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges);
this->SetWidgetsDisabledState(_settings_newgame.game_creation.land_generator == 0 || !_settings_newgame.construction.freeform_edges || _settings_newgame.game_creation.water_borders == BORDERS_RANDOM,
GLAND_WATER_NW, GLAND_WATER_NE, GLAND_WATER_SE, GLAND_WATER_SW, WIDGET_LIST_END);
this->SetWidgetLoweredState(GLAND_BORDERS_RANDOM, _settings_newgame.game_creation.water_borders == BORDERS_RANDOM);
this->SetWidgetLoweredState(GLAND_WATER_NW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NW));
this->SetWidgetLoweredState(GLAND_WATER_NE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_NE));
this->SetWidgetLoweredState(GLAND_WATER_SE, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SE));
this->SetWidgetLoweredState(GLAND_WATER_SW, HasBit(_settings_newgame.game_creation.water_borders, BORDER_SW));
}
/* Disable snowline if not hilly */
this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_TEXT, _settings_newgame.game_creation.landscape != LT_ARCTIC);
/* Disable town, industry and trees in SE */
this->SetWidgetDisabledState(GLAND_TOWN_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(GLAND_INDUSTRY_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(GLAND_TREE_PULLDOWN, _game_mode == GM_EDITOR);
this->SetWidgetDisabledState(GLAND_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(GLAND_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_DOWN, _settings_newgame.game_creation.snow_line_height <= 2 || _settings_newgame.game_creation.landscape != LT_ARCTIC);
this->SetWidgetDisabledState(GLAND_SNOW_LEVEL_UP, _settings_newgame.game_creation.snow_line_height >= MAX_SNOWLINE_HEIGHT || _settings_newgame.game_creation.landscape != LT_ARCTIC);
this->SetWidgetLoweredState(GLAND_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(GLAND_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(GLAND_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(GLAND_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
if (_game_mode == GM_EDITOR) {
this->widget[GLAND_TOWN_PULLDOWN].data = STR_6836_OFF;
this->widget[GLAND_INDUSTRY_PULLDOWN].data = STR_6836_OFF;
} else {
this->widget[GLAND_TOWN_PULLDOWN].data = _num_towns[_settings_newgame.difficulty.number_towns];
this->widget[GLAND_INDUSTRY_PULLDOWN].data = _num_inds[_settings_newgame.difficulty.number_industries];
}
if (mode == GLWP_GENERATE) {
this->widget[GLAND_LANDSCAPE_PULLDOWN].data = _landscape[_settings_newgame.game_creation.land_generator];
this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer];
this->widget[GLAND_TERRAIN_PULLDOWN].data = _elevations[_settings_newgame.difficulty.terrain_type];
this->widget[GLAND_WATER_PULLDOWN].data = _sea_lakes[_settings_newgame.difficulty.quantity_sea_lakes];
this->widget[GLAND_SMOOTHNESS_PULLDOWN].data = _smoothness[_settings_newgame.game_creation.tgen_smoothness];
this->widget[GLAND_BORDERS_RANDOM].data = (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? STR_BORDER_RANDOMIZE : STR_BORDER_MANUAL;
if (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) {
this->widget[GLAND_WATER_NE].data = STR_BORDER_RANDOM;
this->widget[GLAND_WATER_NW].data = STR_BORDER_RANDOM;
this->widget[GLAND_WATER_SE].data = STR_BORDER_RANDOM;
this->widget[GLAND_WATER_SW].data = STR_BORDER_RANDOM;
} else {
this->widget[GLAND_WATER_NE].data = HasBit(_settings_newgame.game_creation.water_borders,BORDER_NE) ? STR_BORDER_WATER : STR_BORDER_FREEFORM;
this->widget[GLAND_WATER_NW].data = HasBit(_settings_newgame.game_creation.water_borders,BORDER_NW) ? STR_BORDER_WATER : STR_BORDER_FREEFORM;
this->widget[GLAND_WATER_SE].data = HasBit(_settings_newgame.game_creation.water_borders,BORDER_SE) ? STR_BORDER_WATER : STR_BORDER_FREEFORM;
this->widget[GLAND_WATER_SW].data = HasBit(_settings_newgame.game_creation.water_borders,BORDER_SW) ? STR_BORDER_WATER : STR_BORDER_FREEFORM;
}
} else {
this->widget[GLAND_TREE_PULLDOWN].data = _tree_placer[_settings_newgame.game_creation.tree_placer];
this->widget[GLAND_HEIGHTMAP_ROTATION_PULLDOWN].data = _rotation[_settings_newgame.game_creation.heightmap_rotation];
}
/* Set parameters for widget text that requires them. */
SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // GLAND_START_DATE_TEXT
SetDParam(1, 1 << _settings_newgame.game_creation.map_x); // GLAND_MAPSIZE_X_PULLDOWN
SetDParam(2, 1 << _settings_newgame.game_creation.map_y); // GLAND_MAPSIZE_Y_PULLDOWN
SetDParam(3, _settings_newgame.game_creation.snow_line_height); // GLAND_SNOW_LEVEL_TEXT
this->DrawWidgets();
this->DrawEditBox(GLAND_RANDOM_EDITBOX);
if (mode != GLWP_GENERATE) {
char buffer[512];
if (_settings_newgame.game_creation.heightmap_rotation == HM_CLOCKWISE) {
SetDParam(0, this->y);
SetDParam(1, this->x);
} else {
SetDParam(0, this->x);
SetDParam(1, this->y);
}
GetString(buffer, STR_HEIGHTMAP_SIZE, lastof(buffer));
DrawStringRightAligned(326, 91, STR_HEIGHTMAP_SIZE, TC_BLACK);
DrawString( 12, 91, STR_HEIGHTMAP_NAME, TC_BLACK);
SetDParamStr(0, this->name);
DrawStringTruncated(114, 91, STR_JUST_RAW_STRING, TC_ORANGE, 326 - 114 - GetStringBoundingBox(buffer).width - 5);
}
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case 0: delete this; break;
case GLAND_TEMPERATE:
case GLAND_ARCTIC:
case GLAND_TROPICAL:
case GLAND_TOYLAND:
this->RaiseWidget(_settings_newgame.game_creation.landscape + GLAND_TEMPERATE);
SetNewLandscapeType(widget - GLAND_TEMPERATE);
break;
case GLAND_MAPSIZE_X_PULLDOWN: // Mapsize X
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, GLAND_MAPSIZE_X_PULLDOWN);
break;
case GLAND_MAPSIZE_Y_PULLDOWN: // Mapsize Y
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, GLAND_MAPSIZE_Y_PULLDOWN);
break;
case GLAND_TOWN_PULLDOWN: // Number of towns
ShowDropDownMenu(this, _num_towns, _settings_newgame.difficulty.number_towns, GLAND_TOWN_PULLDOWN, 0, 0);
break;
case GLAND_INDUSTRY_PULLDOWN: // Number of industries
ShowDropDownMenu(this, _num_inds, _settings_newgame.difficulty.number_industries, GLAND_INDUSTRY_PULLDOWN, 0, 0);
break;
case GLAND_RANDOM_BUTTON: // Random seed
_settings_newgame.game_creation.generation_seed = InteractiveRandom();
snprintf(this->edit_str_buf, this->edit_str_size, "%u", _settings_newgame.game_creation.generation_seed);
UpdateTextBufferSize(&this->text);
this->SetDirty();
break;
case GLAND_GENERATE_BUTTON: // Generate
MakeNewgameSettingsLive();
if (mode == GLWP_HEIGHTMAP &&
(this->x * 2 < (1U << _settings_newgame.game_creation.map_x) ||
this->x / 2 > (1U << _settings_newgame.game_creation.map_x) ||
this->y * 2 < (1U << _settings_newgame.game_creation.map_y) ||
this->y / 2 > (1U << _settings_newgame.game_creation.map_y))) {
ShowQuery(
STR_HEIGHTMAP_SCALE_WARNING_CAPTION,
STR_HEIGHTMAP_SCALE_WARNING_MESSAGE,
this,
LandscapeGenerationCallback);
} else {
StartGeneratingLandscape(mode);
}
break;
case GLAND_START_DATE_DOWN:
case GLAND_START_DATE_UP: // Year buttons
/* Don't allow too fast scrolling */
if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - GLAND_START_DATE_TEXT, MIN_YEAR, MAX_YEAR);
}
_left_button_clicked = false;
break;
case GLAND_START_DATE_TEXT: // Year text
this->widget_id = GLAND_START_DATE_TEXT;
SetDParam(0, _settings_newgame.game_creation.starting_year);
ShowQueryString(STR_CONFIG_SETTING_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, this, CS_NUMERAL, QSF_NONE);
break;
case GLAND_SNOW_LEVEL_DOWN:
case GLAND_SNOW_LEVEL_UP: // Snow line buttons
/* Don't allow too fast scrolling */
if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.snow_line_height = Clamp(_settings_newgame.game_creation.snow_line_height + widget - GLAND_SNOW_LEVEL_TEXT, 2, MAX_SNOWLINE_HEIGHT);
}
_left_button_clicked = false;
break;
case GLAND_SNOW_LEVEL_TEXT: // Snow line text
this->widget_id = GLAND_SNOW_LEVEL_TEXT;
SetDParam(0, _settings_newgame.game_creation.snow_line_height);
ShowQueryString(STR_CONFIG_SETTING_INT32, STR_SNOW_LINE_QUERY_CAPT, 3, 100, this, CS_NUMERAL, QSF_NONE);
break;
case GLAND_TREE_PULLDOWN: // Tree placer
ShowDropDownMenu(this, _tree_placer, _settings_newgame.game_creation.tree_placer, GLAND_TREE_PULLDOWN, 0, 0);
break;
case GLAND_LANDSCAPE_PULLDOWN: // Landscape generator OR Heightmap rotation
/* case GLAND_HEIGHTMAP_ROTATION_TEXT: case GLAND_HEIGHTMAP_ROTATION_PULLDOWN:*/
if (mode == GLWP_HEIGHTMAP) {
ShowDropDownMenu(this, _rotation, _settings_newgame.game_creation.heightmap_rotation, GLAND_HEIGHTMAP_ROTATION_PULLDOWN, 0, 0);
} else {
ShowDropDownMenu(this, _landscape, _settings_newgame.game_creation.land_generator, GLAND_LANDSCAPE_PULLDOWN, 0, 0);
}
break;
case GLAND_TERRAIN_PULLDOWN: // Terrain type
ShowDropDownMenu(this, _elevations, _settings_newgame.difficulty.terrain_type, GLAND_TERRAIN_PULLDOWN, 0, 0);
break;
case GLAND_WATER_PULLDOWN: // Water quantity
ShowDropDownMenu(this, _sea_lakes, _settings_newgame.difficulty.quantity_sea_lakes, GLAND_WATER_PULLDOWN, 0, 0);
break;
case GLAND_SMOOTHNESS_PULLDOWN: // Map smoothness
ShowDropDownMenu(this, _smoothness, _settings_newgame.game_creation.tgen_smoothness, GLAND_SMOOTHNESS_PULLDOWN, 0, 0);
break;
/* Freetype map borders */
case GLAND_WATER_NW:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NW);
break;
case GLAND_WATER_NE:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_NE);
break;
case GLAND_WATER_SE:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SE);
break;
case GLAND_WATER_SW:
_settings_newgame.game_creation.water_borders = ToggleBit(_settings_newgame.game_creation.water_borders, BORDER_SW);
break;
case GLAND_BORDERS_RANDOM:
_settings_newgame.game_creation.water_borders = (_settings_newgame.game_creation.water_borders == BORDERS_RANDOM) ? 0 : BORDERS_RANDOM;
this->SetDirty();
break;
}
}
virtual void OnMouseLoop()
{
this->HandleEditBox(GLAND_RANDOM_EDITBOX);
}
virtual EventState OnKeyPress(uint16 key, uint16 keycode)
{
EventState state;
this->HandleEditBoxKey(GLAND_RANDOM_EDITBOX, key, keycode, state);
/* the seed is unsigned, therefore atoi cannot be used.
* As 2^32 - 1 (UINT32_MAX) is a 'magic' value
* (use random seed) it should not be possible to be
* entered into the input field; the generate seed
* button can be used instead. */
_settings_newgame.game_creation.generation_seed = minu(strtoul(this->edit_str_buf, NULL, 10), UINT32_MAX - 1);
return state;
}
virtual void OnDropdownSelect(int widget, int index)
{
switch (widget) {
case GLAND_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break;
case GLAND_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
case GLAND_TREE_PULLDOWN: _settings_newgame.game_creation.tree_placer = index; break;
case GLAND_SMOOTHNESS_PULLDOWN: _settings_newgame.game_creation.tgen_smoothness = index; break;
case GLAND_TOWN_PULLDOWN:
IConsoleSetSetting("difficulty.number_towns", index);
break;
case GLAND_INDUSTRY_PULLDOWN:
IConsoleSetSetting("difficulty.number_industries", index);
break;
case GLAND_LANDSCAPE_PULLDOWN:
/* case GLAND_HEIGHTMAP_PULLDOWN: */
if (mode == GLWP_HEIGHTMAP) {
_settings_newgame.game_creation.heightmap_rotation = index;
} else {
_settings_newgame.game_creation.land_generator = index;
}
break;
case GLAND_TERRAIN_PULLDOWN: {
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.terrain_type", index);
_game_mode = old_gm;
break;
}
case GLAND_WATER_PULLDOWN: {
GameMode old_gm = _game_mode;
_game_mode = GM_MENU;
IConsoleSetSetting("difficulty.quantity_sea_lakes", index);
_game_mode = old_gm;
break;
}
}
this->SetDirty();
}
virtual void OnQueryTextFinished(char *str)
{
if (!StrEmpty(str)) {
int32 value = atoi(str);
switch (this->widget_id) {
case GLAND_START_DATE_TEXT:
this->InvalidateWidget(GLAND_START_DATE_TEXT);
_settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR);
break;
case GLAND_SNOW_LEVEL_TEXT:
this->InvalidateWidget(GLAND_SNOW_LEVEL_TEXT);
_settings_newgame.game_creation.snow_line_height = Clamp(value, 2, MAX_SNOWLINE_HEIGHT);
break;
}
this->SetDirty();
}
}
};
static const WindowDesc _generate_landscape_desc = {
WDP_CENTER, WDP_CENTER, 338, 313, 338, 313,
WC_GENERATE_LANDSCAPE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_generate_landscape_widgets,
};
static const WindowDesc _heightmap_load_desc = {
WDP_CENTER, WDP_CENTER, 338, 236, 338, 236,
WC_GENERATE_LANDSCAPE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
_heightmap_load_widgets,
};
static void _ShowGenerateLandscape(glwp_modes mode)
{
uint x = 0;
uint y = 0;
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
/* Always give a new seed if not editor */
if (_game_mode != GM_EDITOR) _settings_newgame.game_creation.generation_seed = InteractiveRandom();
if (mode == GLWP_HEIGHTMAP) {
/* If the function returns negative, it means there was a problem loading the heightmap */
if (!GetHeightmapDimensions(_file_to_saveload.name, &x, &y)) return;
}
GenerateLandscapeWindow *w = AllocateWindowDescFront<GenerateLandscapeWindow>((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
if (mode == GLWP_HEIGHTMAP) {
w->x = x;
w->y = y;
strecpy(w->name, _file_to_saveload.title, lastof(w->name));
}
InvalidateWindow(WC_GENERATE_LANDSCAPE, mode);
}
void ShowGenerateLandscape()
{
_ShowGenerateLandscape(GLWP_GENERATE);
}
void ShowHeightmapLoad()
{
_ShowGenerateLandscape(GLWP_HEIGHTMAP);
}
void StartScenarioEditor()
{
StartGeneratingLandscape(GLWP_SCENARIO);
}
void StartNewGameWithoutGUI(uint seed)
{
/* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */
_settings_newgame.game_creation.generation_seed = seed;
StartGeneratingLandscape(GLWP_GENERATE);
}
enum CreateScenarioWindowWidgets {
CSCEN_TEMPERATE = 3,
CSCEN_ARCTIC,
CSCEN_TROPICAL,
CSCEN_TOYLAND,
CSCEN_EMPTY_WORLD,
CSCEN_RANDOM_WORLD,
CSCEN_MAPSIZE_X_TEXT,
CSCEN_MAPSIZE_X_PULLDOWN,
CSCEN_MAPSIZE_Y_TEXT,
CSCEN_MAPSIZE_Y_PULLDOWN,
CSCEN_START_DATE_LABEL,
CSCEN_START_DATE_DOWN,
CSCEN_START_DATE_TEXT,
CSCEN_START_DATE_UP,
CSCEN_FLAT_LAND_HEIGHT_LABEL,
CSCEN_FLAT_LAND_HEIGHT_DOWN,
CSCEN_FLAT_LAND_HEIGHT_TEXT,
CSCEN_FLAT_LAND_HEIGHT_UP
};
struct CreateScenarioWindow : public Window
{
uint widget_id;
CreateScenarioWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number)
{
this->LowerWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE);
this->FindWindowPlacementAndResize(desc);
}
virtual void OnPaint()
{
this->SetWidgetDisabledState(CSCEN_START_DATE_DOWN, _settings_newgame.game_creation.starting_year <= MIN_YEAR);
this->SetWidgetDisabledState(CSCEN_START_DATE_UP, _settings_newgame.game_creation.starting_year >= MAX_YEAR);
this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_DOWN, _settings_newgame.game_creation.se_flat_world_height <= 0);
this->SetWidgetDisabledState(CSCEN_FLAT_LAND_HEIGHT_UP, _settings_newgame.game_creation.se_flat_world_height >= MAX_TILE_HEIGHT);
this->SetWidgetLoweredState(CSCEN_TEMPERATE, _settings_newgame.game_creation.landscape == LT_TEMPERATE);
this->SetWidgetLoweredState(CSCEN_ARCTIC, _settings_newgame.game_creation.landscape == LT_ARCTIC);
this->SetWidgetLoweredState(CSCEN_TROPICAL, _settings_newgame.game_creation.landscape == LT_TROPIC);
this->SetWidgetLoweredState(CSCEN_TOYLAND, _settings_newgame.game_creation.landscape == LT_TOYLAND);
/* Set parameters for widget text that requires them */
SetDParam(0, ConvertYMDToDate(_settings_newgame.game_creation.starting_year, 0, 1)); // CSCEN_START_DATE_TEXT
SetDParam(1, 1 << _settings_newgame.game_creation.map_x); // CSCEN_MAPSIZE_X_PULLDOWN
SetDParam(2, 1 << _settings_newgame.game_creation.map_y); // CSCEN_MAPSIZE_Y_PULLDOWN
SetDParam(3, _settings_newgame.game_creation.se_flat_world_height); // CSCEN_FLAT_LAND_HEIGHT_TEXT
this->DrawWidgets();
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case CSCEN_TEMPERATE:
case CSCEN_ARCTIC:
case CSCEN_TROPICAL:
case CSCEN_TOYLAND:
this->RaiseWidget(_settings_newgame.game_creation.landscape + CSCEN_TEMPERATE);
SetNewLandscapeType(widget - CSCEN_TEMPERATE);
break;
case CSCEN_MAPSIZE_X_PULLDOWN: // Mapsize X
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_x, CSCEN_MAPSIZE_X_PULLDOWN);
break;
case CSCEN_MAPSIZE_Y_PULLDOWN: // Mapsize Y
ShowDropDownList(this, BuildMapsizeDropDown(), _settings_newgame.game_creation.map_y, CSCEN_MAPSIZE_Y_PULLDOWN);
break;
case CSCEN_EMPTY_WORLD: // Empty world / flat world
StartGeneratingLandscape(GLWP_SCENARIO);
break;
case CSCEN_RANDOM_WORLD: // Generate
ShowGenerateLandscape();
break;
case CSCEN_START_DATE_DOWN:
case CSCEN_START_DATE_UP: // Year buttons
/* Don't allow too fast scrolling */
if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.starting_year = Clamp(_settings_newgame.game_creation.starting_year + widget - CSCEN_START_DATE_TEXT, MIN_YEAR, MAX_YEAR);
}
_left_button_clicked = false;
break;
case CSCEN_START_DATE_TEXT: // Year text
this->widget_id = CSCEN_START_DATE_TEXT;
SetDParam(0, _settings_newgame.game_creation.starting_year);
ShowQueryString(STR_CONFIG_SETTING_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, this, CS_NUMERAL, QSF_NONE);
break;
case CSCEN_FLAT_LAND_HEIGHT_DOWN:
case CSCEN_FLAT_LAND_HEIGHT_UP: // Height level buttons
/* Don't allow too fast scrolling */
if ((this->flags4 & WF_TIMEOUT_MASK) <= WF_TIMEOUT_TRIGGER) {
this->HandleButtonClick(widget);
this->SetDirty();
_settings_newgame.game_creation.se_flat_world_height = Clamp(_settings_newgame.game_creation.se_flat_world_height + widget - CSCEN_FLAT_LAND_HEIGHT_TEXT, 0, MAX_TILE_HEIGHT);
}
_left_button_clicked = false;
break;
case CSCEN_FLAT_LAND_HEIGHT_TEXT: // Height level text
this->widget_id = CSCEN_FLAT_LAND_HEIGHT_TEXT;
SetDParam(0, _settings_newgame.game_creation.se_flat_world_height);
ShowQueryString(STR_CONFIG_SETTING_INT32, STR_FLAT_WORLD_HEIGHT_QUERY_CAPT, 3, 100, this, CS_NUMERAL, QSF_NONE);
break;
}
}
virtual void OnDropdownSelect(int widget, int index)
{
switch (widget) {
case CSCEN_MAPSIZE_X_PULLDOWN: _settings_newgame.game_creation.map_x = index; break;
case CSCEN_MAPSIZE_Y_PULLDOWN: _settings_newgame.game_creation.map_y = index; break;
}
this->SetDirty();
}
virtual void OnQueryTextFinished(char *str)
{
if (!StrEmpty(str)) {
int32 value = atoi(str);
switch (this->widget_id) {
case CSCEN_START_DATE_TEXT:
this->InvalidateWidget(CSCEN_START_DATE_TEXT);
_settings_newgame.game_creation.starting_year = Clamp(value, MIN_YEAR, MAX_YEAR);
break;
case CSCEN_FLAT_LAND_HEIGHT_TEXT:
this->InvalidateWidget(CSCEN_FLAT_LAND_HEIGHT_TEXT);
_settings_newgame.game_creation.se_flat_world_height = Clamp(value, 0, MAX_TILE_HEIGHT);
break;
}
this->SetDirty();
}
}
};
static const Widget _create_scenario_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, COLOUR_BROWN, 11, 337, 0, 13, STR_SE_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, COLOUR_BROWN, 0, 337, 14, 169, 0x0, STR_NULL},
/* Landscape selection */
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE}, // CSCEN_TEMPERATE
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE}, // CSCEN_ARCTIC
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE}, // CSCEN_TROPICAL
{ WWT_IMGBTN_2, RESIZE_NONE, COLOUR_ORANGE, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE}, // CSCEN_TOYLAND
/* Generation type */
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREEN, 12, 115, 95, 124, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // CSCEN_EMPTY_WORLD
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREEN, 12, 115, 131, 160, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // CSCEN_RANDOM_WORLD
/* Mapsize X */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 135, 212, 96, 106, STR_MAPSIZE, STR_NULL}, // CSCEN_MAPSIZE_X_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 216, 263, 95, 106, STR_NUM_1, STR_NULL}, // CSCEN_MAPSIZE_X_PULLDOWN
/* Mapsize Y */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 268, 276, 96, 106, STR_BY, STR_NULL}, // CSCEN_MAPSIZE_Y_TEXT
{ WWT_DROPDOWN, RESIZE_NONE, COLOUR_ORANGE, 279, 326, 95, 106, STR_NUM_2, STR_NULL}, // CSCEN_MAPSIZE_Y_PULLDOWN
/* Start date */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 135, 212, 114, 124, STR_DATE, STR_NULL}, // CSCEN_START_DATE_LABEL
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 216, 227, 113, 124, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE}, // CSCEN_START_DATE_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 228, 314, 113, 124, STR_GENERATE_DATE, STR_NULL}, // CSCEN_START_DATE_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 113, 124, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE}, // CSCEN_START_DATE_UP
/* Flat map height */
{ WWT_TEXT, RESIZE_NONE, COLOUR_ORANGE, 135, 278, 132, 142, STR_FLAT_WORLD_HEIGHT, STR_NULL}, // CSCEN_FLAT_LAND_HEIGHT_LABEL
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 282, 293, 131, 142, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN}, // CSCEN_FLAT_LAND_HEIGHT_DOWN
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_ORANGE, 294, 314, 131, 142, STR_NUM_3, STR_NULL}, // CSCEN_FLAT_LAND_HEIGHT_TEXT
{ WWT_IMGBTN, RESIZE_NONE, COLOUR_ORANGE, 315, 326, 131, 142, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP}, // CSCEN_FLAT_LAND_HEIGHT_UP
{ WIDGETS_END},
};
static const WindowDesc _create_scenario_desc = {
WDP_CENTER, WDP_CENTER, 338, 170, 338, 170,
WC_GENERATE_LANDSCAPE, WC_NONE,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_STD_BTN | WDF_UNCLICK_BUTTONS,
_create_scenario_widgets,
};
void ShowCreateScenario()
{
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
new CreateScenarioWindow(&_create_scenario_desc, GLWP_SCENARIO);
}
static const Widget _generate_progress_widgets[] = {
{ WWT_CAPTION, RESIZE_NONE, COLOUR_GREY, 0, 180, 0, 13, STR_GENERATION_WORLD, STR_018C_WINDOW_TITLE_DRAG_THIS}, // GPWW_CAPTION
{ WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 0, 180, 14, 96, 0x0, STR_NULL}, // GPWW_BACKGROUND
{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_WHITE, 20, 161, 74, 85, STR_GENERATION_ABORT, STR_NULL}, // GPWW_ABORT
{ WIDGETS_END},
};
static const WindowDesc _generate_progress_desc = {
WDP_CENTER, WDP_CENTER, 181, 97, 181, 97,
WC_GENERATE_PROGRESS_WINDOW, WC_NONE,
WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_generate_progress_widgets,
};
struct tp_info {
uint percent;
StringID cls;
uint current;
uint total;
int timer;
};
static tp_info _tp;
static void AbortGeneratingWorldCallback(Window *w, bool confirmed)
{
if (confirmed) {
AbortGeneratingWorld();
} else if (IsGeneratingWorld() && !IsGeneratingWorldAborted()) {
SetMouseCursor(SPR_CURSOR_ZZZ, PAL_NONE);
}
}
struct GenerateProgressWindow : public Window {
private:
enum GenerationProgressWindowWidgets {
GPWW_CAPTION,
GPWW_BACKGROUND,
GPWW_ABORT,
};
public:
GenerateProgressWindow() : Window(&_generate_progress_desc)
{
this->FindWindowPlacementAndResize(&_generate_progress_desc);
}
virtual void OnClick(Point pt, int widget)
{
switch (widget) {
case GPWW_ABORT:
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE, PAL_NONE);
ShowQuery(
STR_GENERATION_ABORT_CAPTION,
STR_GENERATION_ABORT_MESSAGE,
this,
AbortGeneratingWorldCallback
);
break;
}
}
virtual void OnPaint()
{
this->DrawWidgets();
/* Draw the % complete with a bar and a text */
DrawFrameRect(19, 20, (this->width - 18), 37, COLOUR_GREY, FR_BORDERONLY);
DrawFrameRect(20, 21, (int)((this->width - 40) * _tp.percent / 100) + 20, 36, COLOUR_MAUVE, FR_NONE);
SetDParam(0, _tp.percent);
DrawStringCentered(90, 25, STR_PROGRESS, TC_FROMSTRING);
/* Tell which class we are generating */
DrawStringCentered(90, 46, _tp.cls, TC_FROMSTRING);
/* And say where we are in that class */
SetDParam(0, _tp.current);
SetDParam(1, _tp.total);
DrawStringCentered(90, 58, STR_GENERATION_PROGRESS, TC_FROMSTRING);
this->SetDirty();
}
};
/**
* Initializes the progress counters to the starting point.
*/
void PrepareGenerateWorldProgress()
{
_tp.cls = STR_WORLD_GENERATION;
_tp.current = 0;
_tp.total = 0;
_tp.percent = 0;
_tp.timer = 0; // Forces to paint the progress window immediatelly
}
/**
* Show the window where a user can follow the process of the map generation.
*/
void ShowGenerateWorldProgress()
{
if (BringWindowToFrontById(WC_GENERATE_PROGRESS_WINDOW, 0)) return;
new GenerateProgressWindow();
}
static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total)
{
static const int percent_table[GWP_CLASS_COUNT + 1] = {0, 5, 15, 20, 40, 60, 65, 80, 85, 99, 100 };
static const StringID class_table[GWP_CLASS_COUNT] = {
STR_WORLD_GENERATION,
STR_022E_LANDSCAPE_GENERATION,
STR_CLEARING_TILES,
STR_022F_TOWN_GENERATION,
STR_0230_INDUSTRY_GENERATION,
STR_UNMOVABLE_GENERATION,
STR_TREE_GENERATION,
STR_SETTINGUP_GAME,
STR_PREPARING_TILELOOP,
STR_PREPARING_GAME
};
assert(cls < GWP_CLASS_COUNT);
/* Do not run this function if we aren't in a thread */
if (!IsGenerateWorldThreaded() && !_network_dedicated) return;
if (IsGeneratingWorldAborted()) HandleGeneratingWorldAbortion();
if (total == 0) {
assert(_tp.cls == class_table[cls]);
_tp.current += progress;
} else {
_tp.cls = class_table[cls];
_tp.current = progress;
_tp.total = total;
_tp.percent = percent_table[cls];
}
/* Don't update the screen too often. So update it once in every 200ms */
if (!_network_dedicated && _tp.timer != 0 && _realtime_tick - _tp.timer < 200) return;
/* Percentage is about the number of completed tasks, so 'current - 1' */
_tp.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total;
if (_network_dedicated) {
static uint last_percent = 0;
/* Never display 0% */
if (_tp.percent == 0) return;
/* Reset if percent is lower than the last recorded */
if (_tp.percent < last_percent) last_percent = 0;
/* Display every 5%, but 6% is also very valid.. just not smaller steps than 5% */
if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
/* Never show steps smaller than 2%, even if it is a mod 5% */
if (_tp.percent <= last_percent + 2) return;
DEBUG(net, 1, "Map generation percentage complete: %d", _tp.percent);
last_percent = _tp.percent;
/* Don't continue as dedicated never has a thread running */
return;
}
InvalidateWindow(WC_GENERATE_PROGRESS_WINDOW, 0);
MarkWholeScreenDirty();
SetGeneratingWorldPaintStatus(true);
/* We wait here till the paint is done, so we don't read and write
* on the same tile at the same moment. Nasty hack, but that happens
* if you implement threading afterwards */
while (IsGeneratingWorldReadyForPaint()) { CSleep(10); }
_tp.timer = _realtime_tick;
}
/**
* Set the total of a stage of the world generation.
* @param cls the current class we are in.
* @param total Set the total expected items for this class.
*
* Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
* Also, progress works if total is zero, total works if progress is zero.
*/
void SetGeneratingWorldProgress(gwp_class cls, uint total)
{
if (total == 0) return;
_SetGeneratingWorldProgress(cls, 0, total);
}
/**
* Increases the current stage of the world generation with one.
* @param cls the current class we are in.
*
* Warning: this function isn't clever. Don't go from class 4 to 3. Go upwards, always.
* Also, progress works if total is zero, total works if progress is zero.
*/
void IncreaseGeneratingWorldProgress(gwp_class cls)
{
/* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */
_SetGeneratingWorldProgress(cls, 1, 0);
}
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