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mirror of https://github.com/OpenTTD/OpenTTD synced 2026-01-21 11:22:45 +01:00

Feature: Set a custom number of industries in map generation window (#10340)

This commit is contained in:
Tyler Trahan
2023-01-14 05:12:29 -05:00
committed by Michael Lutz
parent 556e9e8434
commit 05c0295d32
5 changed files with 49 additions and 5 deletions

View File

@@ -32,6 +32,7 @@
#include "video/video_driver.hpp"
#include "ai/ai_gui.hpp"
#include "game/game_gui.hpp"
#include "industry.h"
#include "widgets/genworld_widget.h"
@@ -399,7 +400,7 @@ static const StringID _smoothness[] = {STR_CONFIG_SETTING_ROUGHNESS_OF_TERRAIN_
static const StringID _rotation[] = {STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_COUNTER_CLOCKWISE, STR_CONFIG_SETTING_HEIGHTMAP_ROTATION_CLOCKWISE, INVALID_STRING_ID};
static const StringID _landscape[] = {STR_CONFIG_SETTING_LAND_GENERATOR_ORIGINAL, STR_CONFIG_SETTING_LAND_GENERATOR_TERRA_GENESIS, INVALID_STRING_ID};
static const StringID _num_towns[] = {STR_NUM_VERY_LOW, STR_NUM_LOW, STR_NUM_NORMAL, STR_NUM_HIGH, STR_NUM_CUSTOM, INVALID_STRING_ID};
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};
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};
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};
static_assert(lengthof(_num_inds) == ID_END + 1);
@@ -461,8 +462,19 @@ struct GenerateLandscapeWindow : public Window {
break;
}
case WID_GL_INDUSTRY_PULLDOWN: SetDParam(0, _game_mode == GM_EDITOR ? STR_CONFIG_SETTING_OFF : _num_inds[_settings_newgame.difficulty.industry_density]); break;
case WID_GL_INDUSTRY_PULLDOWN:
if (_game_mode == GM_EDITOR) {
SetDParam(0, STR_CONFIG_SETTING_OFF);
} else if (_settings_newgame.difficulty.industry_density == ID_CUSTOM) {
SetDParam(0, STR_NUM_CUSTOM_NUMBER);
SetDParam(1, _settings_newgame.game_creation.custom_industry_number);
} else {
SetDParam(0, _num_inds[_settings_newgame.difficulty.industry_density]);
}
break;
case WID_GL_LANDSCAPE_PULLDOWN: SetDParam(0, _landscape[_settings_newgame.game_creation.land_generator]); break;
case WID_GL_TERRAIN_PULLDOWN:
if (_settings_newgame.difficulty.terrain_type == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
SetDParam(0, STR_TERRAIN_TYPE_CUSTOM_VALUE);
@@ -619,7 +631,12 @@ struct GenerateLandscapeWindow : public Window {
*size = maxdim(*size, GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER));
break;
case WID_GL_INDUSTRY_PULLDOWN: strs = _num_inds; break;
case WID_GL_INDUSTRY_PULLDOWN:
strs = _num_inds;
SetDParamMaxValue(0, IndustryPool::MAX_SIZE);
*size = maxdim(*size, GetStringBoundingBox(STR_NUM_CUSTOM_NUMBER));
break;
case WID_GL_LANDSCAPE_PULLDOWN: strs = _landscape; break;
case WID_GL_TERRAIN_PULLDOWN:
@@ -919,7 +936,15 @@ struct GenerateLandscapeWindow : public Window {
}
break;
case WID_GL_INDUSTRY_PULLDOWN: _settings_newgame.difficulty.industry_density = index; break;
case WID_GL_INDUSTRY_PULLDOWN:
if ((uint)index == ID_CUSTOM) {
this->widget_id = widget;
SetDParam(0, _settings_newgame.game_creation.custom_industry_number);
ShowQueryString(STR_JUST_INT, STR_MAPGEN_NUMBER_OF_INDUSTRIES, 5, this, CS_NUMERAL, QSF_NONE);
}
_settings_newgame.difficulty.industry_density = index;
break;
case WID_GL_TERRAIN_PULLDOWN: {
if ((uint)index == CUSTOM_TERRAIN_TYPE_NUMBER_DIFFICULTY) {
this->widget_id = widget;
@@ -959,6 +984,7 @@ struct GenerateLandscapeWindow : public Window {
case WID_GL_SNOW_COVERAGE_TEXT: value = DEF_SNOW_COVERAGE; break;
case WID_GL_DESERT_COVERAGE_TEXT: value = DEF_DESERT_COVERAGE; break;
case WID_GL_TOWN_PULLDOWN: value = 1; break;
case WID_GL_INDUSTRY_PULLDOWN: value = 1; break;
case WID_GL_TERRAIN_PULLDOWN: value = MIN_MAP_HEIGHT_LIMIT; break;
case WID_GL_WATER_PULLDOWN: value = CUSTOM_SEA_LEVEL_MIN_PERCENTAGE; break;
default: NOT_REACHED();
@@ -990,6 +1016,10 @@ struct GenerateLandscapeWindow : public Window {
_settings_newgame.game_creation.custom_town_number = Clamp(value, 1, CUSTOM_TOWN_MAX_NUMBER);
break;
case WID_GL_INDUSTRY_PULLDOWN:
_settings_newgame.game_creation.custom_industry_number = Clamp(value, 1, IndustryPool::MAX_SIZE);
break;
case WID_GL_TERRAIN_PULLDOWN:
_settings_newgame.game_creation.custom_terrain_type = Clamp(value, MIN_CUSTOM_TERRAIN_TYPE, GetMapHeightLimit());
break;