mirror of https://github.com/OpenTTD/OpenTTD
Feature: Set a custom number of industries in map generation window (#10340)
parent
5c64cdcb79
commit
2206c73156
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@ -32,6 +32,7 @@
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#include "video/video_driver.hpp"
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#include "ai/ai_gui.hpp"
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#include "game/game_gui.hpp"
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#include "industry.h"
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#include "widgets/genworld_widget.h"
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@ -396,7 +397,7 @@ static const StringID _rivers[] = {STR_RIVERS_NONE, STR_RIVERS_FEW, STR_RIV
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static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_SMOOTH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_ROUGH, STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_VERY_ROUGH, INVALID_STRING_ID};
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static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
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static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
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static const StringID _num_inds[] = {STR_FUNDING_ONLY, STR_MINIMAL, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, INVALID_STRING_ID};
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static const StringID _num_inds[] = {STR_FUNDING_ONLY, STR_MINIMAL, STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
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static const StringID _variety[] = {STR_VARIETY_NONE, STR_VARIETY_VERY_LOW, STR_VARIETY_LOW, STR_VARIETY_MEDIUM, STR_VARIETY_HIGH, STR_VARIETY_VERY_HIGH, INVALID_STRING_ID};
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static_assert(lengthof(_num_inds) == ID_END + 1);
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@ -463,7 +464,17 @@ struct GenerateLandscapeWindow : public Window {
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break;
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}
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case WID_GL_INDUSTRY_PULLDOWN: SetDParam(0, _game_mode == GM_EDITOR ? STR_CONFIG_SETTING_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
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case WID_GL_INDUSTRY_PULLDOWN:
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if (_game_mode == GM_EDITOR) {
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SetDParam(0, STR_CONFIG_SETTING_OFF);
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} else if (_settings_newgame.difficulty.industry_density == ID_CUSTOM) {
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SetDParam(0, STR_NUM_CUSTOM_NUMBER);
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SetDParam(1, _settings_newgame.game_creation.custom_industry_number);
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} else {
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SetDParam(0, _num_inds[_settings_newgame.difficulty.industry_density]);
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}
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break;
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case WID_GL_TERRAIN_PULLDOWN:
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if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
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SetDParam(0, STR_TERRAIN_TYPE_CUSTOM_VALUE);
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@ -620,7 +631,11 @@ struct GenerateLandscapeWindow : public Window {
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*size = maxdim(*size, GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER));
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break;
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case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break;
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case WID_GL_INDUSTRY_PULLDOWN:
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strs = _num_inds;
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SetDParamMaxValue(0, IndustryPool::MAX_SIZE);
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*size = maxdim(*size, GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER));
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break;
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case WID_GL_TERRAIN_PULLDOWN:
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strs = _elevations;
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@ -908,7 +923,15 @@ struct GenerateLandscapeWindow : public Window {
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}
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break;
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case WID_GL_INDUSTRY_PULLDOWN: _settings_newgame.difficulty.industry_density = index; break;
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case WID_GL_INDUSTRY_PULLDOWN:
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if ((uint)index == ID_CUSTOM) {
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this->widget_id = widget;
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SetDParam(0, _settings_newgame.game_creation.custom_industry_number);
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ShowQueryString(STR_JUST_INT, STR_MAPGEN_NUMBER_OF_INDUSTRIES, 5, this, CS_NUMERAL, QSF_NONE);
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}
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_settings_newgame.difficulty.industry_density = index;
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break;
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case WID_GL_TERRAIN_PULLDOWN: {
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if ((uint)index == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
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this->widget_id = widget;
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@ -948,6 +971,7 @@ struct GenerateLandscapeWindow : public Window {
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case WID_GL_SNOW_COVERAGE_TEXT: value = DEF_SNOW_COVERAGE; break;
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case WID_GL_DESERT_COVERAGE_TEXT: value = DEF_DESERT_COVERAGE; break;
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case WID_GL_TOWN_PULLDOWN: value = 1; break;
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case WID_GL_INDUSTRY_PULLDOWN: value = 1; break;
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case WID_GL_TERRAIN_PULLDOWN: value = MIN_MAP_HEIGHT_LIMIT; break;
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case WID_GL_WATER_PULLDOWN: value = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; break;
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default: NOT_REACHED();
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@ -979,6 +1003,10 @@ struct GenerateLandscapeWindow : public Window {
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_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
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break;
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case WID_GL_INDUSTRY_PULLDOWN:
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_settings_newgame.game_creation.custom_industry_number = Clamp(value, 1, IndustryPool::MAX_SIZE);
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break;
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case WID_GL_TERRAIN_PULLDOWN:
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_settings_newgame.game_creation.custom_terrain_type = Clamp(value, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
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break;
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@ -2236,10 +2236,14 @@ static uint GetNumberOfIndustries()
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25, // low
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55, // normal
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80, // high
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0, // custom
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};
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assert(lengthof(numof_industry_table) == ID_END);
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uint difficulty = (_game_mode != GM_EDITOR) ? _settings_game.difficulty.industry_density : (uint)ID_VERY_LOW;
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if (difficulty == ID_CUSTOM) return std::min<uint>(IndustryPool::MAX_SIZE, _settings_game.game_creation.custom_industry_number);
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return std::min<uint>(IndustryPool::MAX_SIZE, ScaleByMapSize(numof_industry_table[difficulty]));
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}
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@ -58,6 +58,8 @@ enum IndustryDensity {
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ID_NORMAL, ///< Normal amount of industries at game start.
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ID_HIGH, ///< Many industries at game start.
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ID_CUSTOM, ///< Custom number of industries.
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ID_END, ///< Number of industry density settings.
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};
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@ -326,6 +328,7 @@ struct GameCreationSettings {
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byte landscape; ///< the landscape we're currently in
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byte water_borders; ///< bitset of the borders that are water
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uint16 custom_town_number; ///< manually entered number of towns
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uint16 custom_industry_number; ///< manually entered number of industries
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byte variety; ///< variety level applied to TGP
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byte custom_terrain_type; ///< manually entered height for TGP to aim for
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byte custom_sea_level; ///< manually entered percentage of water in the map
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@ -83,7 +83,7 @@ var = difficulty.industry_density
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type = SLE_UINT8
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from = SLV_97
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flags = SF_GUI_DROPDOWN
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def = ID_END - 1
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def = ID_NORMAL
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min = 0
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max = ID_END - 1
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interval = 1
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@ -271,6 +271,13 @@ min = 1
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max = 5000
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cat = SC_BASIC
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[SDT_VAR]
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var = game_creation.custom_industry_number
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type = SLE_UINT16
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def = 1
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min = 1
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max = 64000
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[SDT_VAR]
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var = game_creation.custom_terrain_type
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type = SLE_UINT8
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