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(svn r15342) -Feature: allow changing town layout in the 'Found new town' window
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47516b31a7
commit
df2a387fc3
@ -26,13 +26,13 @@
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#include "saveload/saveload.h"
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#include "void_map.h"
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#include "settings_type.h"
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#include "town.h"
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#include "table/sprites.h"
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void GenerateClearTile();
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void GenerateIndustries();
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void GenerateUnmovables();
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bool GenerateTowns();
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void GenerateTrees();
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void StartupEconomy();
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@ -121,7 +121,7 @@ static void _GenerateWorld(void *arg)
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/* only generate towns, tree and industries in newgame mode. */
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if (_game_mode != GM_EDITOR) {
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GenerateTowns();
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GenerateTowns(_settings_game.economy.town_layout);
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GenerateIndustries();
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GenerateUnmovables();
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GenerateTrees();
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@ -764,6 +764,14 @@ STR_SCENARIO_EDITOR_CITY :{BLACK}City
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STR_02A4_SELECT_TOWN_SIZE :{BLACK}Select town size
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STR_02A5_TOWN_SIZE :{YELLOW}Town size:
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STR_TOWN_ROAD_LAYOUT :{YELLOW}Town road layout:
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STR_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Select road layout used for this town
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STR_SELECT_LAYOUT_ORIGINAL :{BLACK}Original
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STR_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Better roads
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STR_SELECT_LAYOUT_2X2_GRID :{BLACK}2x2 grid
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STR_SELECT_LAYOUT_3X3_GRID :{BLACK}3x3 grid
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STR_SELECT_LAYOUT_RANDOM :{BLACK}Random
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STR_02B6 :{STRING} - {STRING5}
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STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS :{BLACK}Show last message or news report
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STR_OFF :Off
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@ -184,7 +184,7 @@ struct Town : PoolItem<Town, TownID, &_Town_pool> {
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inline bool IsValid() const { return this->xy != INVALID_TILE; }
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void InitializeLayout();
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void InitializeLayout(TownLayout layout);
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/** Calculate the max town noise
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* The value is counted using the population divided by the content of the
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@ -250,7 +250,7 @@ void UpdateAllTownVirtCoords();
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void InitializeTown();
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void ShowTownViewWindow(TownID town);
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void ExpandTown(Town *t);
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size);
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout);
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enum {
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ROAD_REMOVE = 0,
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@ -358,6 +358,7 @@ void ChangeTownRating(Town *t, int add, int max);
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HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile);
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void SetTownRatingTestMode(bool mode);
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uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t);
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bool GenerateTowns(TownLayout layout);
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/**
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* Calculate a hash value from a tile position
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@ -115,10 +115,10 @@ Town::~Town()
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/**
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* Assigns town layout. If Random, generates one based on TileHash.
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*/
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void Town::InitializeLayout()
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void Town::InitializeLayout(TownLayout layout)
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{
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if (_settings_game.economy.town_layout != TL_RANDOM) {
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this->layout = _settings_game.economy.town_layout;
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if (layout != TL_RANDOM) {
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this->layout = layout;
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return;
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}
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@ -1428,7 +1428,7 @@ void UpdateTownMaxPass(Town *t)
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* @param size_mode How the size should be determined
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* @param size Parameter for size determination
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*/
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static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size)
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static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size, TownLayout layout)
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{
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extern int _nb_orig_names;
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@ -1478,7 +1478,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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UpdateTownVirtCoord(t);
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InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0);
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t->InitializeLayout();
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t->InitializeLayout(layout);
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/* Random town size. */
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int x = (Random() & 0xF) + 8;
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@ -1521,14 +1521,21 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSize
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* as it might be possible in the future to fund your own town :)
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* @param tile coordinates where town is built
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* @param flags type of operation
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* @param p1 size of the town (0 = small, 1 = medium, 2 = large)
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* @param p1 0..15 size of the town (0 = small, 1 = medium, 2 = large)
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* 16..31 town road layout
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* @param p2 size mode (@see TownSizeMode)
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*/
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CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text)
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{
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/* Only in the scenario editor */
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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if (p2 > TSM_CITY) return CMD_ERROR;
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TownSizeMode tsm = (TownSizeMode)p2;
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uint size = GB(p1, 0, 16);
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TownLayout layout = (TownLayout)GB(p1, 16, 16);
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if (tsm > TSM_CITY) return CMD_ERROR;
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if (layout > TL_RANDOM) return CMD_ERROR;
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/* Check if too close to the edge of map */
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if (DistanceFromEdge(tile) < 12)
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@ -1557,21 +1564,21 @@ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, con
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Town *t = new Town(tile);
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1);
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DoCreateTown(t, tile, townnameparts, tsm, size, layout);
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UpdateNearestTownForRoadTiles(false);
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_generating_world = false;
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}
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return CommandCost();
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}
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout)
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{
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if (!Town::CanAllocateItem()) return NULL;
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do {
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/* Generate a tile index not too close from the edge */
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TileIndex tile = RandomTile();
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switch (_settings_game.economy.town_layout) {
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switch (layout) {
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case TL_2X2_GRID:
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tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3);
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break;
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@ -1596,7 +1603,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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/* Allocate a town struct */
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Town *t = new Town(tile);
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DoCreateTown(t, tile, townnameparts, mode, size);
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DoCreateTown(t, tile, townnameparts, mode, size, layout);
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return t;
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} while (--attempts != 0);
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@ -1605,7 +1612,7 @@ Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size)
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static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
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bool GenerateTowns()
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bool GenerateTowns(TownLayout layout)
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{
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uint num = 0;
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uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7));
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@ -1617,12 +1624,12 @@ bool GenerateTowns()
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IncreaseGeneratingWorldProgress(GWP_TOWN);
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/* try 20 times to create a random-sized town for the first loop. */
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TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM;
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if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++;
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if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size, layout) != NULL) num++;
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if (num_cities > 0) num_cities--;
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} while (--n);
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/* give it a last try, but now more aggressive */
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if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) {
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if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0, layout) == NULL) {
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if (GetNumTowns() == 0) {
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/* XXX - can we handle that more gracefully? */
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if (_game_mode != GM_EDITOR) usererror("Could not generate any town");
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@ -28,8 +28,8 @@
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typedef GUIList<const Town*> GUITownList;
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extern bool GenerateTowns();
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static int _scengen_town_size = 1; // depress medium-sized towns per default
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static TownLayout _scengen_town_layout;
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static const Widget _town_authority_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX
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@ -603,24 +603,35 @@ void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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static void PlaceProc_Town(TileIndex tile)
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{
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uint32 size = min(_scengen_town_size, (int)TSM_CITY);
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uint32 mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED;
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DoCommandP(tile, size, mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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uint32 size = min(_scengen_town_size, 2);
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uint32 mode = _scengen_town_size > 2 ? TSM_CITY : TSM_FIXED;
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uint32 layout = _scengen_town_layout;
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DoCommandP(tile, size | (layout << 16), mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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}
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static const Widget _scen_edit_town_gen_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
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{ WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS},
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{ WWT_STICKYBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 148, 159, 0, 13, 0x0, STR_STICKY_BUTTON},
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{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 94, 0x0, STR_NULL},
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{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 146, 0x0, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 16, 27, STR_0234_NEW_TOWN, STR_0235_CONSTRUCT_NEW_TOWN},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 29, 40, STR_023D_RANDOM_TOWN, STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 42, 53, STR_MANY_RANDOM_TOWNS, STR_RANDOM_TOWNS_TIP},
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{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 53, 68, 79, STR_02A1_SMALL, STR_02A4_SELECT_TOWN_SIZE},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 54, 105, 68, 79, STR_02A2_MEDIUM, STR_02A4_SELECT_TOWN_SIZE},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 106, 157, 68, 79, STR_02A3_LARGE, STR_02A4_SELECT_TOWN_SIZE},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 81, 92, STR_SCENARIO_EDITOR_CITY, STR_02A4_SELECT_TOWN_SIZE},
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{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL},
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{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 93, 106, STR_TOWN_ROAD_LAYOUT, STR_NULL},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 107, 118, STR_SELECT_LAYOUT_ORIGINAL, STR_SELECT_TOWN_ROAD_LAYOUT},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 107, 118, STR_SELECT_LAYOUT_BETTER_ROADS, STR_SELECT_TOWN_ROAD_LAYOUT},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 120, 131, STR_SELECT_LAYOUT_2X2_GRID, STR_SELECT_LAYOUT_2X2_GRID},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 120, 131, STR_SELECT_LAYOUT_3X3_GRID, STR_SELECT_TOWN_ROAD_LAYOUT},
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{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 133, 144, STR_SELECT_LAYOUT_RANDOM, STR_SELECT_TOWN_ROAD_LAYOUT},
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{ WIDGETS_END},
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};
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@ -631,10 +642,17 @@ private:
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TSEW_NEWTOWN = 4,
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TSEW_RANDOMTOWN,
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TSEW_MANYRANDOMTOWNS,
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TSEW_TOWNSIZE,
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TSEW_SMALLTOWN,
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TSEW_MEDIUMTOWN,
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TSEW_LARGETOWN,
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TSEW_CITY,
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TSEW_TOWNLAYOUT,
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TSEW_LAYOUT_ORIGINAL,
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TSEW_LAYOUT_BETTER,
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TSEW_LAYOUT_GRID2,
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TSEW_LAYOUT_GRID3,
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TSEW_LAYOUT_RANDOM,
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};
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public:
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@ -642,6 +660,8 @@ public:
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{
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->FindWindowPlacementAndResize(desc);
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_scengen_town_layout = _settings_game.economy.town_layout;
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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}
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virtual void OnPaint()
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@ -664,7 +684,7 @@ public:
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this->HandleButtonClick(TSEW_RANDOMTOWN);
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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t = CreateRandomTown(20, mode, size);
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t = CreateRandomTown(20, mode, size, _scengen_town_layout);
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UpdateNearestTownForRoadTiles(false);
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_generating_world = false;
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@ -680,7 +700,7 @@ public:
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_generating_world = true;
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UpdateNearestTownForRoadTiles(true);
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if (!GenerateTowns()) {
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if (!GenerateTowns(_scengen_town_layout)) {
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ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
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}
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UpdateNearestTownForRoadTiles(false);
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@ -693,6 +713,14 @@ public:
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->SetDirty();
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break;
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case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2:
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case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM:
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this->RaiseWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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_scengen_town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL);
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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this->SetDirty();
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break;
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}
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}
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@ -712,12 +740,13 @@ public:
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{
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this->RaiseButtons();
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this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN);
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this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL);
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this->SetDirty();
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}
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};
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static const WindowDesc _scen_edit_town_gen_desc = {
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WDP_AUTO, WDP_AUTO, 160, 95, 160, 95,
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WDP_AUTO, WDP_AUTO, 160, 147, 160, 147,
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WC_SCEN_TOWN_GEN, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON,
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_scen_edit_town_gen_widgets,
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