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(svn r13097) -Codechange: make a class of the GameDifficultyWindow.
This commit is contained in:
parent
bdd75a65f8
commit
534bf5b402
@ -478,194 +478,6 @@ void CheckDifficultyLevels()
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extern void StartupEconomy();
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extern void StartupEconomy();
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enum {
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GAMEDIFF_WND_TOP_OFFSET = 45,
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GAMEDIFF_WND_ROWSIZE = 9
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};
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/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
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static GameOptions _opt_mod_temp;
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// 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
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#define DIFF_INGAME_DISABLED_BUTTONS 0x383E
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#define NO_SETTINGS_BUTTON 0xFF
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/** Carriage for the game settings window data */
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struct difficulty_d {
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bool clicked_increase;
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uint8 clicked_button;
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uint8 timeout;
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};
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(difficulty_d));
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/* Names of the game difficulty settings window */
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enum GameDifficultyWidgets {
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GDW_CLOSEBOX = 0,
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GDW_CAPTION,
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GDW_UPPER_BG,
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GDW_LVL_EASY,
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GDW_LVL_MEDIUM,
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GDW_LVL_HARD,
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GDW_LVL_CUSTOM,
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GDW_HIGHSCORE,
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GDW_SETTING_BG,
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GDW_LOWER_BG,
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GDW_ACCEPT,
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GDW_CANCEL,
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};
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static void GameDifficultyWndProc(Window *w, WindowEvent *e)
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{
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difficulty_d *diffic_d = &WP(w, difficulty_d);
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switch (e->event) {
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case WE_CREATE:
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diffic_d->clicked_increase = false;
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diffic_d->clicked_button = NO_SETTINGS_BUTTON;
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diffic_d->timeout = 0;
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/* Hide the closebox to make sure that the user aborts or confirms his changes */
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w->HideWidget(GDW_CLOSEBOX);
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w->widget[GDW_CAPTION].left = 0;
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/* Setup disabled buttons when creating window
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* disable all other difficulty buttons during gameplay except for 'custom' */
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w->SetWidgetsDisabledState(_game_mode == GM_NORMAL,
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GDW_LVL_EASY,
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GDW_LVL_MEDIUM,
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GDW_LVL_HARD,
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GDW_LVL_CUSTOM,
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WIDGET_LIST_END);
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w->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
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w->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
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w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
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break;
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case WE_PAINT: {
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DrawWindowWidgets(w);
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/* XXX - Disabled buttons in normal gameplay or during muliplayer as non server.
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* Bitshifted for each button to see if that bit is set. If it is set, the
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* button is disabled */
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uint32 disabled = 0;
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if (_networking && !_network_server) {
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disabled = MAX_UVALUE(uint32); // Disable all
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} else if (_game_mode == GM_NORMAL) {
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disabled = DIFF_INGAME_DISABLED_BUTTONS;
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}
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int value;
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int y = GAMEDIFF_WND_TOP_OFFSET;
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for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
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const GameSettingData *gsd = &_game_setting_info[i];
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value = ((GDType*)&_opt_mod_temp.diff)[i];
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DrawArrowButtons(5, y, 3,
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(diffic_d->clicked_button == i) ? 1 + !!diffic_d->clicked_increase : 0,
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!(HasBit(disabled, i) || gsd->min == value),
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!(HasBit(disabled, i) || gsd->max == value));
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value += _game_setting_info[i].str;
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if (i == 4) value *= 1000; // XXX - handle currency option
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SetDParam(0, value);
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DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, TC_FROMSTRING);
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y += GAMEDIFF_WND_ROWSIZE + 2; // space items apart a bit
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}
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} break;
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case WE_CLICK:
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switch (e->we.click.widget) {
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case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */
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/* Don't allow clients to make any changes */
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if (_networking && !_network_server) return;
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const int x = e->we.click.pt.x - 5;
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if (!IsInsideMM(x, 0, 21)) // Button area
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return;
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const int y = e->we.click.pt.y - GAMEDIFF_WND_TOP_OFFSET;
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if (y < 0) return;
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/* Get button from Y coord. */
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const uint8 btn = y / (GAMEDIFF_WND_ROWSIZE + 2);
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if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9)
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return;
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/* Clicked disabled button? */
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if (_game_mode == GM_NORMAL && HasBit(DIFF_INGAME_DISABLED_BUTTONS, btn))
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return;
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diffic_d->timeout = 5;
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int16 val = ((GDType*)&_opt_mod_temp.diff)[btn];
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const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
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if (x >= 10) {
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/* Increase button clicked */
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val = min(val + info->step, info->max);
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diffic_d->clicked_increase = true;
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} else {
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/* Decrease button clicked */
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val -= info->step;
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val = max(val, info->min);
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diffic_d->clicked_increase = false;
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}
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diffic_d->clicked_button = btn;
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/* save value in temporary variable */
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((GDType*)&_opt_mod_temp.diff)[btn] = val;
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w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
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SetDifficultyLevel(3, &_opt_mod_temp); // set difficulty level to custom
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w->LowerWidget(GDW_LVL_CUSTOM);
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w->SetDirty();
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} break;
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case GDW_LVL_EASY:
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case GDW_LVL_MEDIUM:
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case GDW_LVL_HARD:
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case GDW_LVL_CUSTOM:
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/* temporarily change difficulty level */
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w->RaiseWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
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SetDifficultyLevel(e->we.click.widget - GDW_LVL_EASY, &_opt_mod_temp);
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w->LowerWidget(GDW_LVL_EASY + _opt_mod_temp.diff_level);
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w->SetDirty();
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break;
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case GDW_HIGHSCORE: // Highscore Table
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ShowHighscoreTable(_opt_mod_temp.diff_level, -1);
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break;
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case GDW_ACCEPT: { // Save button - save changes
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GDType btn, val;
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for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
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val = ((GDType*)&_opt_mod_temp.diff)[btn];
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/* if setting has changed, change it */
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if (val != ((GDType*)&_opt_ptr->diff)[btn])
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DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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}
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DoCommandP(0, UINT_MAX, _opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
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delete w;
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/* If we are in the editor, we should reload the economy.
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* This way when you load a game, the max loan and interest rate
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* are loaded correctly. */
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if (_game_mode == GM_EDITOR) StartupEconomy();
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break;
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}
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case GDW_CANCEL: // Cancel button - close window, abandon changes
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delete w;
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break;
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} break;
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case WE_TICK: /* Handle the visual 'clicking' of the buttons */
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if (diffic_d->timeout != 0) {
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diffic_d->timeout--;
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if (diffic_d->timeout == 0) diffic_d->clicked_button = NO_SETTINGS_BUTTON;
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w->SetDirty();
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}
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break;
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}
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}
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#undef DIFF_INGAME_DISABLED_BUTTONS
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/* Widget definition for the game difficulty settings window */
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/* Widget definition for the game difficulty settings window */
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static const Widget _game_difficulty_widgets[] = {
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static const Widget _game_difficulty_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // GDW_CLOSEBOX
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{ WWT_CLOSEBOX, RESIZE_NONE, 10, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // GDW_CLOSEBOX
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@ -689,16 +501,199 @@ static const WindowDesc _game_difficulty_desc = {
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WC_GAME_OPTIONS, WC_NONE,
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WC_GAME_OPTIONS, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
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_game_difficulty_widgets,
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_game_difficulty_widgets,
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GameDifficultyWndProc
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NULL
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};
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struct GameDifficultyWindow : public Window {
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private:
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bool clicked_increase;
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uint8 clicked_button;
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uint8 timeout;
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/* Temporary holding place of values in the difficulty window until 'Save' is clicked */
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GameOptions opt_mod_temp;
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enum {
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GAMEDIFF_WND_TOP_OFFSET = 45,
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GAMEDIFF_WND_ROWSIZE = 9,
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// 0x383E = (1 << 13) | (1 << 12) | (1 << 11) | (1 << 5) | (1 << 4) | (1 << 3) | (1 << 2) | (1 << 1)
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DIFF_INGAME_DISABLED_BUTTONS = 0x383E,
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NO_SETTINGS_BUTTON = 0xFF,
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};
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/* Names of the game difficulty settings window */
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enum GameDifficultyWidgets {
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GDW_CLOSEBOX = 0,
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GDW_CAPTION,
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GDW_UPPER_BG,
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GDW_LVL_EASY,
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GDW_LVL_MEDIUM,
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GDW_LVL_HARD,
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GDW_LVL_CUSTOM,
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GDW_HIGHSCORE,
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GDW_SETTING_BG,
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GDW_LOWER_BG,
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GDW_ACCEPT,
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GDW_CANCEL,
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};
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public:
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GameDifficultyWindow() : Window(&_game_difficulty_desc)
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{
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/* Copy current settings (ingame or in intro) to temporary holding place
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* change that when setting stuff, copy back on clicking 'OK' */
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this->opt_mod_temp = *_opt_ptr;
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this->clicked_increase = false;
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this->clicked_button = NO_SETTINGS_BUTTON;
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this->timeout = 0;
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/* Hide the closebox to make sure that the user aborts or confirms his changes */
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this->HideWidget(GDW_CLOSEBOX);
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this->widget[GDW_CAPTION].left = 0;
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/* Setup disabled buttons when creating window
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* disable all other difficulty buttons during gameplay except for 'custom' */
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this->SetWidgetsDisabledState(_game_mode == GM_NORMAL,
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GDW_LVL_EASY,
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GDW_LVL_MEDIUM,
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GDW_LVL_HARD,
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GDW_LVL_CUSTOM,
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WIDGET_LIST_END);
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this->SetWidgetDisabledState(GDW_HIGHSCORE, _game_mode == GM_EDITOR || _networking); // highscore chart in multiplayer
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this->SetWidgetDisabledState(GDW_ACCEPT, _networking && !_network_server); // Save-button in multiplayer (and if client)
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this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
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this->FindWindowPlacementAndResize(&_game_difficulty_desc);
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}
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virtual void OnPaint()
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{
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DrawWindowWidgets(this);
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/* XXX - Disabled buttons in normal gameplay or during muliplayer as non server.
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* Bitshifted for each button to see if that bit is set. If it is set, the
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* button is disabled */
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uint32 disabled = 0;
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if (_networking && !_network_server) {
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disabled = MAX_UVALUE(uint32); // Disable all
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} else if (_game_mode == GM_NORMAL) {
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disabled = DIFF_INGAME_DISABLED_BUTTONS;
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}
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int value;
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int y = GAMEDIFF_WND_TOP_OFFSET;
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for (uint i = 0; i != GAME_DIFFICULTY_NUM; i++) {
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const GameSettingData *gsd = &_game_setting_info[i];
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value = ((GDType*)&this->opt_mod_temp.diff)[i];
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DrawArrowButtons(5, y, 3,
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(this->clicked_button == i) ? 1 + !!this->clicked_increase : 0,
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!(HasBit(disabled, i) || gsd->min == value),
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!(HasBit(disabled, i) || gsd->max == value));
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value += _game_setting_info[i].str;
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if (i == 4) value *= 1000; // XXX - handle currency option
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SetDParam(0, value);
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DrawString(30, y, STR_6805_MAXIMUM_NO_COMPETITORS + i, TC_FROMSTRING);
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y += GAMEDIFF_WND_ROWSIZE + 2; // space items apart a bit
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}
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}
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virtual void OnClick(Point pt, int widget)
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{
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switch (widget) {
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case GDW_SETTING_BG: { /* Difficulty settings widget, decode click */
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/* Don't allow clients to make any changes */
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if (_networking && !_network_server) return;
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const int x = pt.x - 5;
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if (!IsInsideMM(x, 0, 21)) return; // Button area
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const int y = pt.y - GAMEDIFF_WND_TOP_OFFSET;
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if (y < 0) return;
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/* Get button from Y coord. */
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const uint8 btn = y / (GAMEDIFF_WND_ROWSIZE + 2);
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if (btn >= GAME_DIFFICULTY_NUM || y % (GAMEDIFF_WND_ROWSIZE + 2) >= 9) return;
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/* Clicked disabled button? */
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if (_game_mode == GM_NORMAL && HasBit((int)DIFF_INGAME_DISABLED_BUTTONS, btn)) return;
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this->timeout = 5;
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int16 val = ((GDType*)&this->opt_mod_temp.diff)[btn];
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const GameSettingData *info = &_game_setting_info[btn]; // get information about the difficulty setting
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if (x >= 10) {
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/* Increase button clicked */
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val = min(val + info->step, info->max);
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this->clicked_increase = true;
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} else {
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/* Decrease button clicked */
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val -= info->step;
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val = max(val, info->min);
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this->clicked_increase = false;
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}
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this->clicked_button = btn;
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/* save value in temporary variable */
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((GDType*)&this->opt_mod_temp.diff)[btn] = val;
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this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
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SetDifficultyLevel(3, &this->opt_mod_temp); // set difficulty level to custom
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this->LowerWidget(GDW_LVL_CUSTOM);
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this->SetDirty();
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} break;
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case GDW_LVL_EASY:
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case GDW_LVL_MEDIUM:
|
||||||
|
case GDW_LVL_HARD:
|
||||||
|
case GDW_LVL_CUSTOM:
|
||||||
|
/* temporarily change difficulty level */
|
||||||
|
this->RaiseWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
|
||||||
|
SetDifficultyLevel(widget - GDW_LVL_EASY, &this->opt_mod_temp);
|
||||||
|
this->LowerWidget(GDW_LVL_EASY + this->opt_mod_temp.diff_level);
|
||||||
|
this->SetDirty();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GDW_HIGHSCORE: // Highscore Table
|
||||||
|
ShowHighscoreTable(this->opt_mod_temp.diff_level, -1);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GDW_ACCEPT: { // Save button - save changes
|
||||||
|
GDType btn, val;
|
||||||
|
for (btn = 0; btn != GAME_DIFFICULTY_NUM; btn++) {
|
||||||
|
val = ((GDType*)&this->opt_mod_temp.diff)[btn];
|
||||||
|
/* if setting has changed, change it */
|
||||||
|
if (val != ((GDType*)&_opt_ptr->diff)[btn])
|
||||||
|
DoCommandP(0, btn, val, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
|
||||||
|
}
|
||||||
|
DoCommandP(0, UINT_MAX, this->opt_mod_temp.diff_level, NULL, CMD_CHANGE_DIFFICULTY_LEVEL);
|
||||||
|
delete this;
|
||||||
|
/* If we are in the editor, we should reload the economy.
|
||||||
|
* This way when you load a game, the max loan and interest rate
|
||||||
|
* are loaded correctly. */
|
||||||
|
if (_game_mode == GM_EDITOR) StartupEconomy();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case GDW_CANCEL: // Cancel button - close window, abandon changes
|
||||||
|
delete this;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void OnTick()
|
||||||
|
{
|
||||||
|
if (this->timeout != 0) {
|
||||||
|
this->timeout--;
|
||||||
|
if (this->timeout == 0) this->clicked_button = NO_SETTINGS_BUTTON;
|
||||||
|
this->SetDirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
void ShowGameDifficulty()
|
void ShowGameDifficulty()
|
||||||
{
|
{
|
||||||
DeleteWindowById(WC_GAME_OPTIONS, 0);
|
DeleteWindowById(WC_GAME_OPTIONS, 0);
|
||||||
/* Copy current settings (ingame or in intro) to temporary holding place
|
new GameDifficultyWindow();
|
||||||
* change that when setting stuff, copy back on clicking 'OK' */
|
|
||||||
_opt_mod_temp = *_opt_ptr;
|
|
||||||
new Window(&_game_difficulty_desc);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static const char *_patches_ui[] = {
|
static const char *_patches_ui[] = {
|
||||||
|
Loading…
Reference in New Issue
Block a user