Mercurial > hg > openttd
changeset 11002:9514cd63fe53 draft
(svn r15342) -Feature: allow changing town layout in the 'Found new town' window
author | smatz <smatz@openttd.org> |
---|---|
date | Wed, 04 Feb 2009 22:52:34 +0000 |
parents | 76fcd34a6ba5 |
children | 486f6053d57c |
files | src/genworld.cpp src/lang/english.txt src/town.h src/town_cmd.cpp src/town_gui.cpp |
diffstat | 5 files changed, 72 insertions(+), 27 deletions(-) [+] |
line wrap: on
line diff
--- a/src/genworld.cpp +++ b/src/genworld.cpp @@ -26,13 +26,13 @@ #include "saveload/saveload.h" #include "void_map.h" #include "settings_type.h" +#include "town.h" #include "table/sprites.h" void GenerateClearTile(); void GenerateIndustries(); void GenerateUnmovables(); -bool GenerateTowns(); void GenerateTrees(); void StartupEconomy(); @@ -121,7 +121,7 @@ /* only generate towns, tree and industries in newgame mode. */ if (_game_mode != GM_EDITOR) { - GenerateTowns(); + GenerateTowns(_settings_game.economy.town_layout); GenerateIndustries(); GenerateUnmovables(); GenerateTrees();
--- a/src/lang/english.txt +++ b/src/lang/english.txt @@ -764,6 +764,14 @@ STR_02A4_SELECT_TOWN_SIZE :{BLACK}Select town size STR_02A5_TOWN_SIZE :{YELLOW}Town size: +STR_TOWN_ROAD_LAYOUT :{YELLOW}Town road layout: +STR_SELECT_TOWN_ROAD_LAYOUT :{BLACK}Select road layout used for this town +STR_SELECT_LAYOUT_ORIGINAL :{BLACK}Original +STR_SELECT_LAYOUT_BETTER_ROADS :{BLACK}Better roads +STR_SELECT_LAYOUT_2X2_GRID :{BLACK}2x2 grid +STR_SELECT_LAYOUT_3X3_GRID :{BLACK}3x3 grid +STR_SELECT_LAYOUT_RANDOM :{BLACK}Random + STR_02B6 :{STRING} - {STRING5} STR_02B7_SHOW_LAST_MESSAGE_OR_NEWS :{BLACK}Show last message or news report STR_OFF :Off
--- a/src/town.h +++ b/src/town.h @@ -184,7 +184,7 @@ inline bool IsValid() const { return this->xy != INVALID_TILE; } - void InitializeLayout(); + void InitializeLayout(TownLayout layout); /** Calculate the max town noise * The value is counted using the population divided by the content of the @@ -250,7 +250,7 @@ void InitializeTown(); void ShowTownViewWindow(TownID town); void ExpandTown(Town *t); -Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size); +Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout); enum { ROAD_REMOVE = 0, @@ -358,6 +358,7 @@ HouseZonesBits GetTownRadiusGroup(const Town *t, TileIndex tile); void SetTownRatingTestMode(bool mode); uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t); +bool GenerateTowns(TownLayout layout); /** * Calculate a hash value from a tile position
--- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -115,10 +115,10 @@ /** * Assigns town layout. If Random, generates one based on TileHash. */ -void Town::InitializeLayout() +void Town::InitializeLayout(TownLayout layout) { - if (_settings_game.economy.town_layout != TL_RANDOM) { - this->layout = _settings_game.economy.town_layout; + if (layout != TL_RANDOM) { + this->layout = layout; return; } @@ -1428,7 +1428,7 @@ * @param size_mode How the size should be determined * @param size Parameter for size determination */ -static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size) +static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, TownSizeMode size_mode, uint size, TownLayout layout) { extern int _nb_orig_names; @@ -1478,7 +1478,7 @@ UpdateTownVirtCoord(t); InvalidateWindowData(WC_TOWN_DIRECTORY, 0, 0); - t->InitializeLayout(); + t->InitializeLayout(layout); /* Random town size. */ int x = (Random() & 0xF) + 8; @@ -1521,14 +1521,21 @@ * as it might be possible in the future to fund your own town :) * @param tile coordinates where town is built * @param flags type of operation - * @param p1 size of the town (0 = small, 1 = medium, 2 = large) + * @param p1 0..15 size of the town (0 = small, 1 = medium, 2 = large) + * 16..31 town road layout * @param p2 size mode (@see TownSizeMode) */ CommandCost CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2, const char *text) { /* Only in the scenario editor */ if (_game_mode != GM_EDITOR) return CMD_ERROR; - if (p2 > TSM_CITY) return CMD_ERROR; + + TownSizeMode tsm = (TownSizeMode)p2; + uint size = GB(p1, 0, 16); + TownLayout layout = (TownLayout)GB(p1, 16, 16); + + if (tsm > TSM_CITY) return CMD_ERROR; + if (layout > TL_RANDOM) return CMD_ERROR; /* Check if too close to the edge of map */ if (DistanceFromEdge(tile) < 12) @@ -1557,21 +1564,21 @@ Town *t = new Town(tile); _generating_world = true; UpdateNearestTownForRoadTiles(true); - DoCreateTown(t, tile, townnameparts, (TownSizeMode)p2, p1); + DoCreateTown(t, tile, townnameparts, tsm, size, layout); UpdateNearestTownForRoadTiles(false); _generating_world = false; } return CommandCost(); } -Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size) +Town *CreateRandomTown(uint attempts, TownSizeMode mode, uint size, TownLayout layout) { if (!Town::CanAllocateItem()) return NULL; do { /* Generate a tile index not too close from the edge */ TileIndex tile = RandomTile(); - switch (_settings_game.economy.town_layout) { + switch (layout) { case TL_2X2_GRID: tile = TileXY(TileX(tile) - TileX(tile) % 3, TileY(tile) - TileY(tile) % 3); break; @@ -1596,7 +1603,7 @@ /* Allocate a town struct */ Town *t = new Town(tile); - DoCreateTown(t, tile, townnameparts, mode, size); + DoCreateTown(t, tile, townnameparts, mode, size, layout); return t; } while (--attempts != 0); @@ -1605,7 +1612,7 @@ static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high -bool GenerateTowns() +bool GenerateTowns(TownLayout layout) { uint num = 0; uint n = ScaleByMapSize(_num_initial_towns[_settings_game.difficulty.number_towns] + (Random() & 7)); @@ -1617,12 +1624,12 @@ IncreaseGeneratingWorldProgress(GWP_TOWN); /* try 20 times to create a random-sized town for the first loop. */ TownSizeMode mode = num_cities > 0 ? TSM_CITY : TSM_RANDOM; - if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size) != NULL) num++; + if (CreateRandomTown(20, mode, _settings_game.economy.initial_city_size, layout) != NULL) num++; if (num_cities > 0) num_cities--; } while (--n); /* give it a last try, but now more aggressive */ - if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0) == NULL) { + if (num == 0 && CreateRandomTown(10000, TSM_RANDOM, 0, layout) == NULL) { if (GetNumTowns() == 0) { /* XXX - can we handle that more gracefully? */ if (_game_mode != GM_EDITOR) usererror("Could not generate any town");
--- a/src/town_gui.cpp +++ b/src/town_gui.cpp @@ -28,8 +28,8 @@ typedef GUIList<const Town*> GUITownList; -extern bool GenerateTowns(); static int _scengen_town_size = 1; // depress medium-sized towns per default +static TownLayout _scengen_town_layout; static const Widget _town_authority_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, COLOUR_BROWN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // TWA_CLOSEBOX @@ -603,24 +603,35 @@ static void PlaceProc_Town(TileIndex tile) { - uint32 size = min(_scengen_town_size, (int)TSM_CITY); - uint32 mode = _scengen_town_size > TSM_CITY ? TSM_CITY : TSM_FIXED; - DoCommandP(tile, size, mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown); + uint32 size = min(_scengen_town_size, 2); + uint32 mode = _scengen_town_size > 2 ? TSM_CITY : TSM_FIXED; + uint32 layout = _scengen_town_layout; + DoCommandP(tile, size | (layout << 16), mode, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE), CcBuildTown); } static const Widget _scen_edit_town_gen_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, { WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 147, 0, 13, STR_0233_TOWN_GENERATION, STR_018C_WINDOW_TITLE_DRAG_THIS}, { WWT_STICKYBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 148, 159, 0, 13, 0x0, STR_STICKY_BUTTON}, -{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 94, 0x0, STR_NULL}, +{ WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 159, 14, 146, 0x0, STR_NULL}, + { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 16, 27, STR_0234_NEW_TOWN, STR_0235_CONSTRUCT_NEW_TOWN}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 29, 40, STR_023D_RANDOM_TOWN, STR_023E_BUILD_TOWN_IN_RANDOM_LOCATION}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 42, 53, STR_MANY_RANDOM_TOWNS, STR_RANDOM_TOWNS_TIP}, + +{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 53, 68, 79, STR_02A1_SMALL, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 54, 105, 68, 79, STR_02A2_MEDIUM, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 106, 157, 68, 79, STR_02A3_LARGE, STR_02A4_SELECT_TOWN_SIZE}, { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 81, 92, STR_SCENARIO_EDITOR_CITY, STR_02A4_SELECT_TOWN_SIZE}, -{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 54, 67, STR_02A5_TOWN_SIZE, STR_NULL}, + +{ WWT_LABEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 147, 93, 106, STR_TOWN_ROAD_LAYOUT, STR_NULL}, +{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 107, 118, STR_SELECT_LAYOUT_ORIGINAL, STR_SELECT_TOWN_ROAD_LAYOUT}, +{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 107, 118, STR_SELECT_LAYOUT_BETTER_ROADS, STR_SELECT_TOWN_ROAD_LAYOUT}, +{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 79, 120, 131, STR_SELECT_LAYOUT_2X2_GRID, STR_SELECT_LAYOUT_2X2_GRID}, +{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 80, 157, 120, 131, STR_SELECT_LAYOUT_3X3_GRID, STR_SELECT_TOWN_ROAD_LAYOUT}, +{ WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 157, 133, 144, STR_SELECT_LAYOUT_RANDOM, STR_SELECT_TOWN_ROAD_LAYOUT}, + { WIDGETS_END}, }; @@ -631,10 +642,17 @@ TSEW_NEWTOWN = 4, TSEW_RANDOMTOWN, TSEW_MANYRANDOMTOWNS, + TSEW_TOWNSIZE, TSEW_SMALLTOWN, TSEW_MEDIUMTOWN, TSEW_LARGETOWN, TSEW_CITY, + TSEW_TOWNLAYOUT, + TSEW_LAYOUT_ORIGINAL, + TSEW_LAYOUT_BETTER, + TSEW_LAYOUT_GRID2, + TSEW_LAYOUT_GRID3, + TSEW_LAYOUT_RANDOM, }; public: @@ -642,6 +660,8 @@ { this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); this->FindWindowPlacementAndResize(desc); + _scengen_town_layout = _settings_game.economy.town_layout; + this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL); } virtual void OnPaint() @@ -664,7 +684,7 @@ this->HandleButtonClick(TSEW_RANDOMTOWN); _generating_world = true; UpdateNearestTownForRoadTiles(true); - t = CreateRandomTown(20, mode, size); + t = CreateRandomTown(20, mode, size, _scengen_town_layout); UpdateNearestTownForRoadTiles(false); _generating_world = false; @@ -680,7 +700,7 @@ _generating_world = true; UpdateNearestTownForRoadTiles(true); - if (!GenerateTowns()) { + if (!GenerateTowns(_scengen_town_layout)) { ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0); } UpdateNearestTownForRoadTiles(false); @@ -693,6 +713,14 @@ this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); this->SetDirty(); break; + + case TSEW_LAYOUT_ORIGINAL: case TSEW_LAYOUT_BETTER: case TSEW_LAYOUT_GRID2: + case TSEW_LAYOUT_GRID3: case TSEW_LAYOUT_RANDOM: + this->RaiseWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL); + _scengen_town_layout = (TownLayout)(widget - TSEW_LAYOUT_ORIGINAL); + this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL); + this->SetDirty(); + break; } } @@ -712,12 +740,13 @@ { this->RaiseButtons(); this->LowerWidget(_scengen_town_size + TSEW_SMALLTOWN); + this->LowerWidget(_scengen_town_layout + TSEW_LAYOUT_ORIGINAL); this->SetDirty(); } }; static const WindowDesc _scen_edit_town_gen_desc = { - WDP_AUTO, WDP_AUTO, 160, 95, 160, 95, + WDP_AUTO, WDP_AUTO, 160, 147, 160, 147, WC_SCEN_TOWN_GEN, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON, _scen_edit_town_gen_widgets,