OpenTTD-patches/genworld_gui.c
Darkvater 04628a1979 (svn r7565) -Codechange: Rework DEBUG functionality. Look for appropiate debugging levels to
use in debug.h. grfmsg() is now used as a specific debug-function for grf.
2006-12-26 17:36:18 +00:00

891 lines
35 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "heightmap.h"
#include "functions.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "window.h"
#include "gui.h"
#include "gfx.h"
#include "strings.h"
#include "gfxinit.h"
#include "player.h"
#include "command.h"
#include "sound.h"
#include "variables.h"
#include "string.h"
#include "settings.h"
#include "debug.h"
#include "genworld.h"
#include "network.h"
#include "thread.h"
#include "date.h"
#include "newgrf_config.h"
enum {
START_DATE_QUERY,
SNOW_LINE_QUERY,
FLAT_WORLD_HEIGHT_QUERY,
LEN_RND_SEED = 11,
SEED_EDIT = 15,
};
/**
* In what 'mode' the GenerateLandscapeWindowProc is.
*/
typedef enum glwp_modes {
GLWP_GENERATE,
GLWP_HEIGHTMAP,
GLWP_SCENARIO,
GLWP_END
} glwp_modes;
static char _edit_str_buf[LEN_RND_SEED];
static uint _heightmap_x = 0;
static uint _heightmap_y = 0;
static StringID _heightmap_str = STR_NULL;
static bool _goto_editor = false;
extern void SwitchMode(int new_mode);
static inline void SetNewLandscapeType(byte landscape)
{
_opt_newgame.landscape = landscape;
InvalidateWindowClasses(WC_SELECT_GAME);
InvalidateWindowClasses(WC_GENERATE_LANDSCAPE);
}
// no longer static to allow calling from outside module
const Widget _generate_landscape_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 267, 0x0, STR_NULL},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
{ WWT_PANEL, RESIZE_NONE, 12, 114, 149, 90, 101, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 150, 161, 90, 101, STR_0225, STR_NULL}, // Mapsize X
{ WWT_PANEL, RESIZE_NONE, 12, 180, 215, 90, 101, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 216, 227, 90, 101, STR_0225, STR_NULL}, // Mapsize Y
{ WWT_PANEL, RESIZE_NONE, 12, 114, 163, 112, 123, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 112, 123, STR_0225, STR_NULL}, // Number of towns
{ WWT_PANEL, RESIZE_NONE, 12, 114, 163, 130, 141, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 130, 141, STR_0225, STR_NULL}, // Number of industries
{ WWT_PANEL, RESIZE_NONE, 15, 114, 207, 152, 163, 0x0, STR_RANDOM_SEED_HELP}, // Edit box for seed
{ WWT_TEXTBTN, RESIZE_NONE, 12, 216, 326, 152, 163, STR_RANDOM, STR_RANDOM_HELP},
{ WWT_TEXTBTN, RESIZE_NONE, 6, 243, 326, 228, 257, STR_GENERATE, STR_NULL}, // Generate button
{ WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 112, 123, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE},
{ WWT_PANEL, RESIZE_NONE, 12, 228, 314, 112, 123, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 112, 123, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE},
{ WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 130, 141, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN},
{ WWT_PANEL, RESIZE_NONE, 12, 294, 314, 130, 141, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 130, 141, SPR_ARROW_UP, STR_SNOW_LINE_UP},
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 192, 203, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 192, 203, STR_0225, STR_NULL}, // Tree placer
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 174, 185, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 174, 185, STR_0225, STR_NULL}, // Landscape generator
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 210, 221, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 210, 221, STR_0225, STR_NULL}, // Terrain type
{ WWT_PANEL, RESIZE_NONE, 12, 113, 219, 228, 239, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 228, 239, STR_0225, STR_NULL}, // Water quantity
{ WWT_PANEL, RESIZE_NONE, 12, 113, 219, 246, 257, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 246, 257, STR_0225, STR_NULL}, // Map smoothness
{ WIDGETS_END},
};
const Widget _heightmap_load_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_WORLD_GENERATION_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 235, 0x0, STR_NULL},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
{ WWT_PANEL, RESIZE_NONE, 12, 114, 149, 112, 123, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 150, 161, 112, 123, STR_0225, STR_NULL}, // Mapsize X
{ WWT_PANEL, RESIZE_NONE, 12, 180, 215, 112, 123, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 216, 227, 112, 123, STR_0225, STR_NULL}, // Mapsize Y
{ WWT_PANEL, RESIZE_NONE, 12, 114, 163, 134, 145, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 134, 145, STR_0225, STR_NULL}, // Number of towns
{ WWT_PANEL, RESIZE_NONE, 12, 114, 163, 152, 163, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 164, 175, 152, 163, STR_0225, STR_NULL}, // Number of industries
{ WWT_PANEL, RESIZE_NONE, 15, 114, 194, 174, 185, 0x0, STR_RANDOM_SEED_HELP}, // Edit box for seed
{ WWT_TEXTBTN, RESIZE_NONE, 12, 203, 285, 174, 185, STR_RANDOM, STR_RANDOM_HELP},
{ WWT_TEXTBTN, RESIZE_NONE, 6, 243, 326, 196, 225, STR_GENERATE, STR_NULL}, // Generate button
{ WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 134, 145, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE},
{ WWT_PANEL, RESIZE_NONE, 12, 228, 314, 134, 145, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 134, 145, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE},
{ WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 152, 163, SPR_ARROW_DOWN, STR_SNOW_LINE_DOWN},
{ WWT_PANEL, RESIZE_NONE, 12, 294, 314, 152, 163, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 152, 163, SPR_ARROW_UP, STR_SNOW_LINE_UP},
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 196, 207, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 196, 207, STR_0225, STR_NULL}, // Tree placer
{ WWT_PANEL, RESIZE_NONE, 12, 114, 219, 214, 225, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 220, 231, 214, 225, STR_0225, STR_NULL}, // Heightmap rotation
{ WIDGETS_END},
};
static void StartGeneratingLandscape(glwp_modes mode)
{
/* If we want to go to the editor, and aren't yet, we need to delay
* it as long as possible, else it gives nasty side-effects (aborting
* results in ending up in the SE, which you don't want. Therefor we
* use this switch to do it at the very end.
*/
if (_goto_editor) _game_mode = GM_EDITOR;
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
DeleteWindowByClass(WC_INDUSTRY_VIEW);
DeleteWindowByClass(WC_TOWN_VIEW);
DeleteWindowByClass(WC_LAND_INFO);
/* Copy all XXX_newgame to XXX */
UpdatePatches();
_opt_ptr = &_opt;
*_opt_ptr = _opt_newgame;
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(); return;
}
}
static void HeightmapScaledTooMuchCallback(bool ok_clicked)
{
if (ok_clicked) {
Window *w;
glwp_modes mode = 0;
for (mode = 0; mode < GLWP_END; mode++) {
w = FindWindowById(WC_GENERATE_LANDSCAPE, mode);
if (w != NULL) StartGeneratingLandscape(mode);
}
}
}
void GenerateLandscapeWndProc(Window *w, WindowEvent *e)
{
static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID};
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_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_PATCHES_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
static const StringID tree_placer[] = {STR_CONFIG_PATCHES_TREE_PLACER_NONE, STR_CONFIG_PATCHES_TREE_PLACER_ORIGINAL, STR_CONFIG_PATCHES_TREE_PLACER_IMPROVED, INVALID_STRING_ID};
static const StringID rotation[] = {STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_PATCHES_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
static const StringID landscape[] = {STR_CONFIG_PATCHES_LAND_GENERATOR_ORIGINAL, STR_CONFIG_PATCHES_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID num_towns[] = {STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
static const StringID num_inds[] = {STR_26816_NONE, STR_6816_LOW, STR_6817_NORMAL, STR_6818_HIGH, INVALID_STRING_ID};
uint mode = w->window_number;
uint y;
switch (e->event) {
case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break;
case WE_PAINT:
/* You can't select smoothness if not terragenesis */
if (mode == GLWP_GENERATE) {
SetWindowWidgetDisabledState(w, 32, _patches_newgame.land_generator == 0);
SetWindowWidgetDisabledState(w, 33, _patches_newgame.land_generator == 0);
}
/* Disable snowline if not hilly */
SetWindowWidgetDisabledState(w, 22, _opt_newgame.landscape != LT_HILLY);
/* Disable town and industry in SE */
SetWindowWidgetDisabledState(w, 11, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 12, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 13, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 14, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 24, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 25, _game_mode == GM_EDITOR);
SetWindowWidgetDisabledState(w, 18, _patches_newgame.starting_year <= MIN_YEAR);
SetWindowWidgetDisabledState(w, 20, _patches_newgame.starting_year >= MAX_YEAR);
SetWindowWidgetDisabledState(w, 21, _patches_newgame.snow_line_height <= 2 || _opt_newgame.landscape != LT_HILLY);
SetWindowWidgetDisabledState(w, 23, _patches_newgame.snow_line_height >= 13 || _opt_newgame.landscape != LT_HILLY);
SetWindowWidgetLoweredState(w, 3, _opt_newgame.landscape == LT_NORMAL);
SetWindowWidgetLoweredState(w, 4, _opt_newgame.landscape == LT_HILLY);
SetWindowWidgetLoweredState(w, 5, _opt_newgame.landscape == LT_DESERT);
SetWindowWidgetLoweredState(w, 6, _opt_newgame.landscape == LT_CANDY);
DrawWindowWidgets(w);
y = (mode == GLWP_HEIGHTMAP) ? 22 : 0;
DrawString( 12, 91 + y, STR_MAPSIZE, 0);
DrawString(119, 91 + y, mapsizes[_patches_newgame.map_x - 6], 0x10);
DrawString(168, 91 + y, STR_BY, 0);
DrawString(182, 91 + y, mapsizes[_patches_newgame.map_y - 6], 0x10);
DrawString( 12, 113 + y, STR_NUMBER_OF_TOWNS, 0);
DrawString( 12, 131 + y, STR_NUMBER_OF_INDUSTRIES, 0);
if (_game_mode == GM_EDITOR) {
DrawString(118, 113 + y, STR_6836_OFF, 0x10);
DrawString(118, 131 + y, STR_6836_OFF, 0x10);
} else {
DrawString(118, 113 + y, num_towns[_opt_newgame.diff.number_towns], 0x10);
DrawString(118, 131 + y, num_inds[_opt_newgame.diff.number_industries], 0x10);
}
DrawString( 12, 153 + y, STR_RANDOM_SEED, 0);
DrawEditBox(w, &WP(w, querystr_d), SEED_EDIT);
DrawString(182, 113 + y, STR_DATE, 0);
SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1));
DrawStringCentered(271, 113 + y, STR_GENERATE_DATE, 0);
DrawString(182, 131 + y, STR_SNOW_LINE_HEIGHT, 0);
SetDParam(0, _patches_newgame.snow_line_height);
DrawStringCentered(303, 131 + y, STR_SNOW_LINE_HEIGHT_NUM, 0x10);
if (mode == GLWP_GENERATE) {
DrawString( 12, 175, STR_LAND_GENERATOR, 0);
DrawString(118, 175, landscape[_patches_newgame.land_generator], 0x10);
DrawString( 12, 193, STR_TREE_PLACER, 0);
DrawString(118, 193, tree_placer[_patches_newgame.tree_placer], 0x10);
DrawString( 12, 211, STR_TERRAIN_TYPE, 0);
DrawString(118, 211, elevations[_opt_newgame.diff.terrain_type], 0x10);
DrawString( 12, 229, STR_QUANTITY_OF_SEA_LAKES, 0);
DrawString(118, 229, sea_lakes[_opt_newgame.diff.quantity_sea_lakes], 0x10);
DrawString( 12, 247, STR_SMOOTHNESS, 0);
DrawString(118, 247, smoothness[_patches_newgame.tgen_smoothness], 0x10);
} else {
char buffer[512];
if (_patches_newgame.heightmap_rotation == HM_CLOCKWISE) {
SetDParam(0, _heightmap_y);
SetDParam(1, _heightmap_x);
} else {
SetDParam(0, _heightmap_x);
SetDParam(1, _heightmap_y);
}
GetString(buffer, STR_HEIGHTMAP_SIZE, lastof(buffer));
DrawStringRightAligned(326, 91, STR_HEIGHTMAP_SIZE, 0x10);
DrawString( 12, 91, STR_HEIGHTMAP_NAME, 0x10);
SetDParam(0, _heightmap_str);
DrawStringTruncated(114, 91, STR_ORANGE, 0x10, 326 - 114 - GetStringBoundingBox(buffer).width - 5);
DrawString( 12, 197, STR_TREE_PLACER, 0);
DrawString(118, 197, tree_placer[_patches_newgame.tree_placer], 0x10);
DrawString( 12, 215, STR_HEIGHTMAP_ROTATION, 0);
DrawString(118, 215, rotation[_patches_newgame.heightmap_rotation], 0x10);
}
break;
case WE_CLICK:
switch (e->we.click.widget) {
case 0: DeleteWindow(w); break;
case 3: case 4: case 5: case 6:
RaiseWindowWidget(w, _opt_newgame.landscape + 3);
SetNewLandscapeType(e->we.click.widget - 3);
break;
case 7: case 8: // Mapsize X
ShowDropDownMenu(w, mapsizes, _patches_newgame.map_x - 6, 8, 0, 0);
break;
case 9: case 10: // Mapsize Y
ShowDropDownMenu(w, mapsizes, _patches_newgame.map_y - 6, 10, 0, 0);
break;
case 11: case 12: // Number of towns
ShowDropDownMenu(w, num_towns, _opt_newgame.diff.number_towns, 12, 0, 0);
break;
case 13: case 14: // Number of industries
ShowDropDownMenu(w, num_inds, _opt_newgame.diff.number_industries, 14, 0, 0);
break;
case 16: // Random seed
_patches_newgame.generation_seed = InteractiveRandom();
snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed);
UpdateTextBufferSize(&WP(w, querystr_d).text);
SetWindowDirty(w);
break;
case 17: // Generate
if (mode == GLWP_HEIGHTMAP && (
_heightmap_x * 2 < (1U << _patches_newgame.map_x) || _heightmap_x / 2 > (1U << _patches_newgame.map_x) ||
_heightmap_y * 2 < (1U << _patches_newgame.map_y) || _heightmap_y / 2 > (1U << _patches_newgame.map_y))) {
ShowQuery(STR_HEIGHTMAP_SCALE_WARNING_CAPTION, STR_HEIGHTMAP_SCALE_WARNING_MESSAGE, HeightmapScaledTooMuchCallback, WC_GENERATE_LANDSCAPE, mode);
} else {
StartGeneratingLandscape(mode);
}
break;
case 18: case 20: // Year buttons
/* Don't allow too fast scrolling */
if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) {
HandleButtonClick(w, e->we.click.widget);
SetWindowDirty(w);
_patches_newgame.starting_year = clamp(_patches_newgame.starting_year + e->we.click.widget - 19, MIN_YEAR, MAX_YEAR);
}
_left_button_clicked = false;
break;
case 19: // Year text
WP(w, def_d).data_3 = START_DATE_QUERY;
SetDParam(0, _patches_newgame.starting_year);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, WC_GENERATE_LANDSCAPE, mode, CS_NUMERAL);
break;
case 21: case 23: // Snow line buttons
/* Don't allow too fast scrolling */
if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) {
HandleButtonClick(w, e->we.click.widget);
SetWindowDirty(w);
_patches_newgame.snow_line_height = clamp(_patches_newgame.snow_line_height + e->we.click.widget - 22, 2, 13);
}
_left_button_clicked = false;
break;
case 22: // Snow line text
WP(w, def_d).data_3 = SNOW_LINE_QUERY;
SetDParam(0, _patches_newgame.snow_line_height);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_SNOW_LINE_QUERY_CAPT, 3, 100, WC_GENERATE_LANDSCAPE, mode, CS_NUMERAL);
break;
case 24: case 25: // Tree placer
ShowDropDownMenu(w, tree_placer, _patches_newgame.tree_placer, 25, 0, 0);
break;
case 26: case 27: // Landscape generator OR Heightmap rotation
if (mode == GLWP_HEIGHTMAP) {
ShowDropDownMenu(w, rotation, _patches_newgame.heightmap_rotation, 27, 0, 0);
} else {
ShowDropDownMenu(w, landscape, _patches_newgame.land_generator, 27, 0, 0);
}
break;
case 28: case 29: // Terrain type
ShowDropDownMenu(w, elevations, _opt_newgame.diff.terrain_type, 29, 0, 0);
break;
case 30: case 31: // Water quantity
ShowDropDownMenu(w, sea_lakes, _opt_newgame.diff.quantity_sea_lakes, 31, 0, 0);
break;
case 32: case 33: // Map smoothness
ShowDropDownMenu(w, smoothness, _patches_newgame.tgen_smoothness, 33, 0, 0);
break;
}
break;
case WE_MOUSELOOP:
HandleEditBox(w, &WP(w, querystr_d), SEED_EDIT);
break;
case WE_KEYPRESS:
HandleEditBoxKey(w, &WP(w, querystr_d), SEED_EDIT, e);
/* the seed is unsigned, therefore atoi cannot be used.
* As 2^32 - 1 (MAX_UVALUE(uint32)) 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. */
_patches_newgame.generation_seed = minu(strtoul(_edit_str_buf, NULL, 10), MAX_UVALUE(uint32) - 1);
break;
case WE_DROPDOWN_SELECT:
switch (e->we.dropdown.button) {
case 8: _patches_newgame.map_x = e->we.dropdown.index + 6; break;
case 10: _patches_newgame.map_y = e->we.dropdown.index + 6; break;
case 12:
_opt_newgame.diff.number_towns = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 2, _opt_newgame.diff.number_towns, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case 14:
_opt_newgame.diff.number_industries = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 3, _opt_newgame.diff.number_industries, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case 25:
_patches_newgame.tree_placer = e->we.dropdown.index;
break;
case 27:
if (mode == GLWP_HEIGHTMAP) {
_patches_newgame.heightmap_rotation = e->we.dropdown.index;
} else {
_patches_newgame.land_generator = e->we.dropdown.index;
}
break;
case 29:
_opt_newgame.diff.terrain_type = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 12, _opt_newgame.diff.terrain_type, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case 31:
_opt_newgame.diff.quantity_sea_lakes = e->we.dropdown.index;
if (_opt_newgame.diff_level != 3) ShowErrorMessage(INVALID_STRING_ID, STR_DIFFICULTY_TO_CUSTOM, 0, 0);
DoCommandP(0, 13, _opt_newgame.diff.quantity_sea_lakes, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
break;
case 33:
_patches_newgame.tgen_smoothness = e->we.dropdown.index;
break;
}
SetWindowDirty(w);
break;
case WE_ON_EDIT_TEXT: {
if (e->we.edittext.str != NULL) {
int32 value = atoi(e->we.edittext.str);
switch (WP(w, def_d).data_3) {
case START_DATE_QUERY:
InvalidateWidget(w, 19);
_patches_newgame.starting_year = clamp(value, MIN_YEAR, MAX_YEAR);
break;
case SNOW_LINE_QUERY:
InvalidateWidget(w, 22);
_patches_newgame.snow_line_height = clamp(value, 2, 13);
break;
}
SetWindowDirty(w);
}
break;
}
}
}
const WindowDesc _generate_landscape_desc = {
WDP_CENTER, WDP_CENTER, 338, 268,
WC_GENERATE_LANDSCAPE, 0,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_generate_landscape_widgets,
GenerateLandscapeWndProc,
};
const WindowDesc _heightmap_load_desc = {
WDP_CENTER, WDP_CENTER, 338, 236,
WC_GENERATE_LANDSCAPE, 0,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_heightmap_load_widgets,
GenerateLandscapeWndProc,
};
static void _ShowGenerateLandscape(glwp_modes mode)
{
Window *w;
/* Don't kill WC_GENERATE_LANDSCAPE:GLWP_SCENARIO, because it resets
* _goto_editor, which we maybe need later on. */
DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_GENERATE);
DeleteWindowById(WC_GENERATE_LANDSCAPE, GLWP_HEIGHTMAP);
/* Always give a new seed if not editor */
if (_game_mode != GM_EDITOR) _patches_newgame.generation_seed = InteractiveRandom();
if (mode == GLWP_HEIGHTMAP) {
if (_heightmap_str != STR_NULL) DeleteName(_heightmap_str);
_heightmap_x = 0;
_heightmap_y = 0;
_heightmap_str = AllocateName(_file_to_saveload.title, 0);
/* If the function returns negative, it means there was a problem loading the heightmap */
if (!GetHeightmapDimensions(_file_to_saveload.name, &_heightmap_x, &_heightmap_y))
return;
}
w = AllocateWindowDescFront((mode == GLWP_HEIGHTMAP) ? &_heightmap_load_desc : &_generate_landscape_desc, mode);
if (w != NULL) {
querystr_d *querystr = &WP(w, querystr_d);
snprintf(_edit_str_buf, lengthof(_edit_str_buf), "%u", _patches_newgame.generation_seed);
InitializeTextBuffer(&querystr->text, _edit_str_buf, lengthof(_edit_str_buf), 120);
querystr->caption = STR_NULL;
querystr->afilter = CS_NUMERAL;
InvalidateWindow(WC_GENERATE_LANDSCAPE, mode);
}
}
void ShowGenerateLandscape(void)
{
_ShowGenerateLandscape(GLWP_GENERATE);
}
void ShowHeightmapLoad(void)
{
_ShowGenerateLandscape(GLWP_HEIGHTMAP);
}
void StartNewGameWithoutGUI(uint seed)
{
/* GenerateWorld takes care of the possible GENERATE_NEW_SEED value in 'seed' */
_patches_newgame.generation_seed = seed;
StartGeneratingLandscape(GLWP_GENERATE);
}
void CreateScenarioWndProc(Window *w, WindowEvent *e)
{
static const StringID mapsizes[] = {STR_64, STR_128, STR_256, STR_512, STR_1024, STR_2048, INVALID_STRING_ID};
switch (e->event) {
case WE_CREATE: LowerWindowWidget(w, _opt_newgame.landscape + 3); break;
case WE_PAINT:
SetWindowWidgetDisabledState(w, 14, _patches_newgame.starting_year <= MIN_YEAR);
SetWindowWidgetDisabledState(w, 16, _patches_newgame.starting_year >= MAX_YEAR);
SetWindowWidgetDisabledState(w, 17, _patches_newgame.se_flat_world_height <= 0);
SetWindowWidgetDisabledState(w, 19, _patches_newgame.se_flat_world_height >= 15);
SetWindowWidgetLoweredState(w, 3, _opt_newgame.landscape == LT_NORMAL);
SetWindowWidgetLoweredState(w, 4, _opt_newgame.landscape == LT_HILLY);
SetWindowWidgetLoweredState(w, 5, _opt_newgame.landscape == LT_DESERT);
SetWindowWidgetLoweredState(w, 6, _opt_newgame.landscape == LT_CANDY);
DrawWindowWidgets(w);
DrawString( 12, 96, STR_MAPSIZE, 0);
DrawString(167, 96, mapsizes[_patches_newgame.map_x - 6], 0x10);
DrawString(216, 96, STR_BY, 0);
DrawString(230, 96, mapsizes[_patches_newgame.map_y - 6], 0x10);
DrawString(162, 118, STR_DATE, 0);
SetDParam(0, ConvertYMDToDate(_patches_newgame.starting_year, 0, 1));
DrawStringCentered(271, 118, STR_GENERATE_DATE, 0);
DrawString(162, 136, STR_FLAT_WORLD_HEIGHT, 0);
SetDParam(0, _patches_newgame.se_flat_world_height);
DrawStringCentered(303, 136, STR_FLAT_WORLD_HEIGHT_NUM, 0x10);
break;
case WE_CLICK:
switch (e->we.click.widget) {
case 0: DeleteWindow(w); break;
case 3: case 4: case 5: case 6:
RaiseWindowWidget(w, _opt_newgame.landscape + 3);
SetNewLandscapeType(e->we.click.widget - 3);
break;
case 7: case 8: // Mapsize X
ShowDropDownMenu(w, mapsizes, _patches_newgame.map_x - 6, 8, 0, 0);
break;
case 9: case 10: // Mapsize Y
ShowDropDownMenu(w, mapsizes, _patches_newgame.map_y - 6, 10, 0, 0);
break;
case 11: // Empty world / flat world
StartGeneratingLandscape(GLWP_SCENARIO);
break;
case 12: // Generate
_goto_editor = true;
ShowGenerateLandscape();
break;
case 13: // Heightmap
_goto_editor = true;
ShowSaveLoadDialog(SLD_LOAD_HEIGHTMAP);
break;
case 14: case 16: // Year buttons
/* Don't allow too fast scrolling */
if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) {
HandleButtonClick(w, e->we.click.widget);
SetWindowDirty(w);
_patches_newgame.starting_year = clamp(_patches_newgame.starting_year + e->we.click.widget - 15, MIN_YEAR, MAX_YEAR);
}
_left_button_clicked = false;
break;
case 15: // Year text
WP(w, def_d).data_3 = START_DATE_QUERY;
SetDParam(0, _patches_newgame.starting_year);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_START_DATE_QUERY_CAPT, 8, 100, WC_GENERATE_LANDSCAPE, GLWP_SCENARIO, CS_NUMERAL);
break;
case 17: case 19: // Height level buttons
/* Don't allow too fast scrolling */
if ((w->flags4 & WF_TIMEOUT_MASK) <= 2 << WF_TIMEOUT_SHL) {
HandleButtonClick(w, e->we.click.widget);
SetWindowDirty(w);
_patches_newgame.se_flat_world_height = clamp(_patches_newgame.se_flat_world_height + e->we.click.widget - 18, 0, 15);
}
_left_button_clicked = false;
break;
case 18: // Height level text
WP(w, def_d).data_3 = FLAT_WORLD_HEIGHT_QUERY;
SetDParam(0, _patches_newgame.se_flat_world_height);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_FLAT_WORLD_HEIGHT_QUERY_CAPT, 3, 100, WC_GENERATE_LANDSCAPE, GLWP_SCENARIO, CS_NUMERAL);
break;
}
break;
case WE_DROPDOWN_SELECT:
switch (e->we.dropdown.button) {
case 8: _patches_newgame.map_x = e->we.dropdown.index + 6; break;
case 10: _patches_newgame.map_y = e->we.dropdown.index + 6; break;
}
SetWindowDirty(w);
break;
case WE_DESTROY:
_goto_editor = false;
break;
case WE_ON_EDIT_TEXT: {
if (e->we.edittext.str != NULL) {
int32 value = atoi(e->we.edittext.str);
switch (WP(w, def_d).data_3) {
case START_DATE_QUERY:
InvalidateWidget(w, 15);
_patches_newgame.starting_year = clamp(value, MIN_YEAR, MAX_YEAR);
break;
case FLAT_WORLD_HEIGHT_QUERY:
InvalidateWidget(w, 18);
_patches_newgame.se_flat_world_height = clamp(value, 0, 15);
break;
}
SetWindowDirty(w);
}
break;
}
}
}
const Widget _create_scenario_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 13, 11, 337, 0, 13, STR_SE_CAPTION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 13, 0, 337, 14, 179, 0x0, STR_NULL},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 10, 86, 24, 78, SPR_SELECT_TEMPERATE, STR_030E_SELECT_TEMPERATE_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 90, 166, 24, 78, SPR_SELECT_SUB_ARCTIC, STR_030F_SELECT_SUB_ARCTIC_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 170, 246, 24, 78, SPR_SELECT_SUB_TROPICAL, STR_0310_SELECT_SUB_TROPICAL_LANDSCAPE},
{ WWT_IMGBTN_2, RESIZE_NONE, 12, 250, 326, 24, 78, SPR_SELECT_TOYLAND, STR_0311_SELECT_TOYLAND_LANDSCAPE},
{ WWT_PANEL, RESIZE_NONE, 12, 162, 197, 95, 106, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 198, 209, 95, 106, STR_0225, STR_NULL}, // Mapsize X
{ WWT_PANEL, RESIZE_NONE, 12, 228, 263, 95, 106, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 12, 264, 275, 95, 106, STR_0225, STR_NULL}, // Mapsize Y
{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 117, 128, STR_SE_FLAT_WORLD, STR_SE_FLAT_WORLD_TIP}, // Empty (sea-level) map
{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 135, 146, STR_SE_RANDOM_LAND, STR_022A_GENERATE_RANDOM_LAND}, // Generate
{ WWT_TEXTBTN, RESIZE_NONE, 6, 12, 145, 153, 164, STR_LOAD_GAME_HEIGHTMAP, STR_LOAD_SCEN_HEIGHTMAP}, // Heightmap
{ WWT_IMGBTN, RESIZE_NONE, 12, 216, 227, 117, 128, SPR_ARROW_DOWN, STR_029E_MOVE_THE_STARTING_DATE},
{ WWT_PANEL, RESIZE_NONE, 12, 228, 314, 117, 128, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 117, 128, SPR_ARROW_UP, STR_029F_MOVE_THE_STARTING_DATE},
{ WWT_IMGBTN, RESIZE_NONE, 12, 282, 293, 135, 146, SPR_ARROW_DOWN, STR_FLAT_WORLD_HEIGHT_DOWN},
{ WWT_PANEL, RESIZE_NONE, 12, 294, 314, 135, 146, 0x0, STR_NULL},
{ WWT_IMGBTN, RESIZE_NONE, 12, 315, 326, 135, 146, SPR_ARROW_UP, STR_FLAT_WORLD_HEIGHT_UP},
{ WIDGETS_END},
};
const WindowDesc _create_scenario_desc = {
WDP_CENTER, WDP_CENTER, 338, 180,
WC_GENERATE_LANDSCAPE, 0,
WDF_STD_TOOLTIPS | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_create_scenario_widgets,
CreateScenarioWndProc,
};
void ShowCreateScenario(void)
{
DeleteWindowByClass(WC_GENERATE_LANDSCAPE);
AllocateWindowDescFront(&_create_scenario_desc, GLWP_SCENARIO);
}
static const Widget _show_terrain_progress_widgets[] = {
{ WWT_CAPTION, RESIZE_NONE, 14, 0, 180, 0, 13, STR_GENERATION_WORLD, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 14, 0, 180, 14, 96, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 15, 20, 161, 74, 85, STR_GENERATION_ABORT, STR_NULL}, // Abort button
{ WIDGETS_END},
};
typedef struct tp_info {
uint percent;
StringID class;
uint current;
uint total;
int timer;
} tp_info;
static tp_info _tp;
static void AbortGeneratingWorldCallback(bool ok_clicked)
{
if (ok_clicked) AbortGeneratingWorld();
else if (IsGeneratingWorld() && !IsGeneratingWorldAborted()) SetMouseCursor(SPR_CURSOR_ZZZ);
}
static void ShowTerrainProgressProc(Window* w, WindowEvent* e)
{
switch (e->event) {
case WE_CLICK:
switch (e->we.click.widget) {
case 2:
if (_cursor.sprite == SPR_CURSOR_ZZZ) SetMouseCursor(SPR_CURSOR_MOUSE);
ShowQuery(STR_GENERATION_ABORT_CAPTION, STR_GENERATION_ABORT_MESSAGE, AbortGeneratingWorldCallback, WC_GENERATE_PROGRESS_WINDOW, 0);
break;
}
break;
case WE_PAINT:
DrawWindowWidgets(w);
/* Draw the % complete with a bar and a text */
DrawFrameRect(19, 20, (w->width - 18), 37, 14, FR_BORDERONLY);
DrawFrameRect(20, 21, (int)((w->width - 40) * _tp.percent / 100) + 20, 36, 10, 0);
SetDParam(0, _tp.percent);
DrawStringCentered(90, 25, STR_PROGRESS, 0);
/* Tell which class we are generating */
DrawStringCentered(90, 46, _tp.class, 0);
/* And say where we are in that class */
SetDParam(0, _tp.current);
SetDParam(1, _tp.total);
DrawStringCentered(90, 58, STR_GENERATION_PROGRESS, 0);
SetWindowDirty(w);
break;
}
}
static const WindowDesc _show_terrain_progress_desc = {
WDP_CENTER, WDP_CENTER, 181, 97,
WC_GENERATE_PROGRESS_WINDOW, 0,
WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS,
_show_terrain_progress_widgets,
ShowTerrainProgressProc
};
/**
* Initializes the progress counters to the starting point.
*/
void PrepareGenerateWorldProgress(void)
{
_tp.class = 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(void)
{
AllocateWindowDescFront(&_show_terrain_progress_desc, 0);
}
static void _SetGeneratingWorldProgress(gwp_class class, 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(class < 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.class == class_table[class]);
_tp.current += progress;
} else {
_tp.class = class_table[class];
_tp.current = progress;
_tp.total = total;
_tp.percent = percent_table[class];
}
/* Don't update the screen too often. So update it once in every 200ms.
* However, the _tick_counter increases by 8 every 30ms, so compensate
* for that. */
if (!_network_dedicated && _tp.timer != 0 && _timer_counter - _tp.timer < (200 * 8 / 30)) return;
/* Percentage is about the number of completed tasks, so 'current - 1' */
_tp.percent = percent_table[class] + (percent_table[class + 1] - percent_table[class]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total;
_tp.timer = _timer_counter;
if (_network_dedicated) {
static uint last_percent = 0;
/* Never display 0% */
if (_tp.percent == 0) return;
/* Reset if percent is lower then the last recorded */
if (_tp.percent < last_percent) last_percent = 0;
/* Display every 5%, but 6% is also very valid.. just not smaller steps then 5% */
if (_tp.percent % 5 != 0 && _tp.percent <= last_percent + 5) return;
/* Never show steps smaller then 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); }
}
/**
* Set the total of a stage of the world generation.
* @param class 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 class, uint total)
{
if (total == 0) return;
_SetGeneratingWorldProgress(class, 0, total);
}
/**
* Increases the current stage of the world generation with one.
* @param class 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 class)
{
/* In fact the param 'class' isn't needed.. but for some security reasons, we want it around */
_SetGeneratingWorldProgress(class, 1, 0);
}