(svn r10496) -Feature: Replace all the windows for Industry building by a more flexible one.

Thanks to Csaboka (from TTDPatch dev team) for his hints and original design (which i've found while it was halfway done, so i could make it more compliant ;)).  Don't expect it to be a carbon-copy though.  A few differences can be found here and there.
Thanks to Rubidium for his helping hand. Hope you will like it as we do :)
This commit is contained in:
belugas 2007-07-10 00:59:00 +00:00
parent b690bef878
commit a5da0e6609
41 changed files with 339 additions and 505 deletions

View File

@ -25,262 +25,322 @@
#include "newgrf_industries.h"
#include "newgrf_text.h"
/* industries per climate, according to the different construction windows */
const byte _build_industry_types[4][12] = {
{ 1, 2, 4, 6, 8, 0, 3, 5, 9, 11, 18 },
{ 1, 14, 4, 13, 7, 0, 3, 9, 11, 15 },
{ 25, 13, 4, 23, 22, 11, 17, 10, 24, 19, 20, 21 },
{ 27, 30, 31, 33, 26, 28, 29, 32, 34, 35, 36 },
extern Industry *CreateNewIndustry(TileIndex tile, IndustryType type);
/**
* Search callback function for TryBuildIndustry
* @param tile to test
* @param data that is passed by the caller. In this case, the type of industry been tested
* @return the success (or not) of the operation
*/
static bool SearchTileForIndustry(TileIndex tile, uint32 data)
{
return CreateNewIndustry(tile, data) != NULL;
}
/**
* Perform a 9*9 tiles circular search around a tile
* in order to find a suitable zone to create the desired industry
* @param tile to start search for
* @param type of the desired industry
* @return the success (or not) of the operation
*/
static bool TryBuildIndustry(TileIndex tile, int type)
{
return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
}
bool _ignore_restrictions;
enum {
DYNA_INDU_MATRIX_WIDGET = 2,
DYNA_INDU_INFOPANEL = 4,
DYNA_INDU_FUND_WIDGET,
DYNA_INDU_RESIZE_WIDGET,
};
static void UpdateIndustryProduction(Industry *i);
static struct IndustryData {
uint16 count;
IndustryType select;
byte index[NUM_INDUSTRYTYPES + 1];
StringID additional_text[NUM_INDUSTRYTYPES + 1];
} _industrydata;
static void BuildIndustryWndProc(Window *w, WindowEvent *e)
static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT:
DrawWindowWidgets(w);
if (_thd.place_mode == 1 && _thd.window_class == WC_BUILD_INDUSTRY) {
int ind_type = _build_industry_types[_opt_ptr->landscape][WP(w, def_d).data_1];
case WE_CREATE: {
IndustryType ind;
const IndustrySpec *indsp;
SetDParam(0, GetIndustrySpec(ind_type)->GetConstructionCost());
DrawStringCentered(85, w->height - 21, STR_482F_COST, 0);
}
break;
/* Shorten the window to the equivalant of the additionnal purchase
* info coming from the callback. SO it will only be available to tis full
* height when newindistries are loaded */
if (!_loaded_newgrf_features.has_newindustries) {
w->widget[DYNA_INDU_INFOPANEL].bottom -= 44;
w->widget[DYNA_INDU_FUND_WIDGET].bottom -= 44;
w->widget[DYNA_INDU_FUND_WIDGET].top -= 44;
w->widget[DYNA_INDU_RESIZE_WIDGET].bottom -= 44;
w->widget[DYNA_INDU_RESIZE_WIDGET].top -= 44;
w->resize.height = w->height -= 44;
}
case WE_CLICK: {
int wid = e->we.click.widget;
if (wid >= 3) {
if (HandlePlacePushButton(w, wid, SPR_CURSOR_INDUSTRY, 1, NULL))
WP(w, def_d).data_1 = wid - 3;
}
/* Initilialize structures */
memset(&_industrydata.index, 0xFF, NUM_INDUSTRYTYPES);
memset(&_industrydata.additional_text, STR_NULL, NUM_INDUSTRYTYPES);
_industrydata.count = 0;
/* first indutry type is selected.
* I'll be damned if there are none available ;) */
_industrydata.select = 0;
w->vscroll.cap = 8; // rows in grid, same in scroller
w->resize.step_height = 13;
if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
_industrydata.index[_industrydata.count] = INVALID_INDUSTRYTYPE;
_industrydata.count++;
}
/* We'll perform two distinct loops, one for secondary industries, and the other one for
* primary ones. Each loop will fill the _industrydata structure. */
for (ind = IT_COAL_MINE; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled && (!indsp->IsRawIndustry() || _game_mode == GM_EDITOR)) {
_industrydata.index[_industrydata.count] = ind;
_industrydata.count++;
}
}
if (_patches.raw_industry_construction != 0 && _game_mode != GM_EDITOR) {
for (ind = IT_COAL_MINE; ind < NUM_INDUSTRYTYPES; ind++) {
indsp = GetIndustrySpec(ind);
if (indsp->enabled && indsp->IsRawIndustry()) {
_industrydata.index[_industrydata.count] = ind;
_industrydata.count++;
}
}
}
} break;
case WE_PAINT: {
const IndustrySpec *indsp = (_industrydata.index[_industrydata.select] == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(_industrydata.index[_industrydata.select]);
StringID str = STR_4827_REQUIRES;
int x_str = w->widget[DYNA_INDU_INFOPANEL].left + 3;
int y_str = w->widget[DYNA_INDU_INFOPANEL].top + 3;
const Widget *wi = &w->widget[DYNA_INDU_INFOPANEL];
int max_width = wi->right - wi->left - 4;
/* Raw industries might be prospected. Show this fact by changing the string */
if (_game_mode == GM_EDITOR) {
w->widget[DYNA_INDU_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
} else {
w->widget[DYNA_INDU_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
}
SetVScrollCount(w, _industrydata.count);
DrawWindowWidgets(w);
/* and now with the matrix painting */
for (byte i = 0; i < w->vscroll.cap && ((i + w->vscroll.pos) < _industrydata.count); i++) {
int offset = i * 13;
int x = 3;
int y = 16;
bool selected = _industrydata.select == i + w->vscroll.pos;
if (_industrydata.index[i + w->vscroll.pos] == INVALID_INDUSTRYTYPE) {
DrawString(21, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? 12 : 6);
continue;
}
const IndustrySpec *indsp = GetIndustrySpec(_industrydata.index[i + w->vscroll.pos]);
/* Draw the name of the industry in white is selected, otherwise, in orange */
DrawString(20, y + offset, indsp->name, selected ? 12 : 6);
GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0);
GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour);
}
if (_industrydata.index[_industrydata.select] == INVALID_INDUSTRYTYPE) {
DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
break;
}
if (_game_mode != GM_EDITOR) {
SetDParam(0, indsp->GetConstructionCost());
DrawStringTruncated(x_str, y_str, STR_482F_COST, 0, max_width);
y_str += 11;
}
/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
if (indsp->accepts_cargo[0] != CT_INVALID) {
SetDParam(0, GetCargo(indsp->accepts_cargo[0])->name);
if (indsp->accepts_cargo[1] != CT_INVALID) {
SetDParam(1, GetCargo(indsp->accepts_cargo[1])->name);
str = STR_4828_REQUIRES;
if (indsp->accepts_cargo[2] != CT_INVALID) {
SetDParam(2, GetCargo(indsp->accepts_cargo[2])->name);
str = STR_4829_REQUIRES;
}
}
} else {
SetDParam(0, STR_00D0_NOTHING);
}
DrawStringTruncated(x_str, y_str, str, 0, max_width);
y_str += 11;
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
str = STR_4827_PRODUCES;
if (indsp->produced_cargo[0] != CT_INVALID) {
SetDParam(0, GetCargo(indsp->produced_cargo[0])->name);
if (indsp->produced_cargo[1] != CT_INVALID) {
SetDParam(1, GetCargo(indsp->produced_cargo[1])->name);
str = STR_4828_PRODUCES;
}
} else {
SetDParam(0, STR_00D0_NOTHING);
}
DrawStringTruncated(x_str, y_str, str, 0, max_width);
/* Get the additional purchase info text, if it has not already been */
if (_industrydata.additional_text[_industrydata.select] == STR_NULL) { // Have i been called already?
if (HASBIT(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called?
uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, _industrydata.index[_industrydata.select], INVALID_TILE);
if (callback_res != CALLBACK_FAILED) { // Did it failed?
StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string
_industrydata.additional_text[_industrydata.select] = newtxt; // Store it for further usage
}
}
}
y_str += 11;
/* Draw the Additional purchase text, provided by newgrf callback, if any.
* Otherwhise, will print Nothing */
if (_industrydata.additional_text[_industrydata.select] != STR_NULL &&
_industrydata.additional_text[_industrydata.select] != STR_UNDEFINED) {
SetDParam(0, _industrydata.additional_text[_industrydata.select]);
DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40); // text is white, for now
}
} break;
case WE_CLICK:
switch (e->we.click.widget) {
case DYNA_INDU_MATRIX_WIDGET: {
IndustryType type;
int y = (e->we.click.pt.y - w->widget[DYNA_INDU_MATRIX_WIDGET].top) / 13 + w->vscroll.pos ;
if (y >= 0 && y < _industrydata.count) { //Isit within the boundaries of available data?
_industrydata.select = y;
type = _industrydata.index[_industrydata.select];
SetWindowDirty(w);
if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(type)->IsRawIndustry()) ||
type == INVALID_INDUSTRYTYPE) {
/* Reset the button state if going to prospecting or "build many industries" */
RaiseWindowButtons(w);
ResetObjectToPlace();
}
}
} break;
case DYNA_INDU_FUND_WIDGET: {
IndustryType type = _industrydata.index[_industrydata.select];
if (type == INVALID_INDUSTRYTYPE) {
HandleButtonClick(w, DYNA_INDU_FUND_WIDGET);
WP(w, def_d).data_1 = -1;
if (GetNumTowns() == 0) {
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
} else {
extern void GenerateIndustries();
_generating_world = true;
GenerateIndustries();
_generating_world = false;
}
} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(type)->IsRawIndustry()) {
DoCommandP(0, type, 0, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
HandleButtonClick(w, DYNA_INDU_FUND_WIDGET);
WP(w, def_d).data_1 = -1;
} else if (HandlePlacePushButton(w, DYNA_INDU_FUND_WIDGET, SPR_CURSOR_INDUSTRY, 1, NULL)) {
WP(w, def_d).data_1 = _industrydata.select;
}
}
break;
} break;
case WE_PLACE_OBJ:
if (DoCommandP(e->we.place.tile, _build_industry_types[_opt_ptr->landscape][WP(w, def_d).data_1], 0, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)))
case WE_RESIZE: {
w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
w->widget[DYNA_INDU_MATRIX_WIDGET].data = (w->vscroll.cap << 8) + 1;
} break;
case WE_PLACE_OBJ: {
IndustryType type = _industrydata.index[_industrydata.select];
if (WP(w, def_d).data_1 == -1) break;
if (_game_mode == GM_EDITOR) {
/* Show error if no town exists at all */
if (GetNumTowns() == 0) {
SetDParam(0, GetIndustrySpec(type)->name);
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
return;
}
_current_player = OWNER_NONE;
_generating_world = true;
_ignore_restrictions = true;
if (!TryBuildIndustry(e->we.place.tile, type)) {
SetDParam(0, GetIndustrySpec(type)->name);
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
} else {
ResetObjectToPlace();
}
_ignore_restrictions = false;
_generating_world = false;
} else if (DoCommandP(e->we.place.tile, type, 0, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY))) {
ResetObjectToPlace();
break;
}
} break;
case WE_ABORT_PLACE_OBJ:
RaiseWindowButtons(w);
break;
case WE_TIMEOUT:
if (WP(w, def_d).data_1 == -1) {
RaiseWindowButtons(w);
WP(w, def_d).data_1 = 0;
}
break;
}
}
static const Widget _build_industry_land0_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 115, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_0242_SAWMILL, STR_0264_CONSTRUCT_SAWMILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0247_STEEL_MILL, STR_0269_CONSTRUCT_STEEL_MILL},
static const Widget _build_dynamic_industry_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_RIGHT, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_MATRIX, RESIZE_RB, 7, 0, 157, 14, 118, 0x801, STR_INDUSTRY_SELECTION_HINT},
{ WWT_SCROLLBAR, RESIZE_LRB, 7, 158, 169, 14, 118, 0x0, STR_0190_SCROLL_BAR_SCROLLS_LIST},
{ WWT_PANEL, RESIZE_RTB, 7, 0, 169, 119, 199, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_RTB, 7, 0, 157, 200, 211, STR_FUND_NEW_INDUSTRY, STR_NULL},
{ WWT_RESIZEBOX, RESIZE_LRTB, 7, 158, 169, 200, 211, 0x0, STR_RESIZE_BUTTON},
{ WIDGETS_END},
};
static const Widget _build_industry_land1_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 115, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_024C_PAPER_MILL, STR_026E_CONSTRUCT_PAPER_MILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_024E_PRINTING_WORKS, STR_0270_CONSTRUCT_PRINTING_WORKS},
{ WIDGETS_END},
};
static const Widget _build_industry_land2_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 115, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0250_LUMBER_MILL, STR_0273_CONSTRUCT_LUMBER_MILL_TO},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0254_WATER_TOWER, STR_0277_CONSTRUCT_WATER_TOWER_CAN},
{ WIDGETS_END},
};
static const Widget _build_industry_land3_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 115, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0258_CANDY_FACTORY, STR_027B_CONSTRUCT_CANDY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_025B_TOY_SHOP, STR_027E_CONSTRUCT_TOY_SHOP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_025C_TOY_FACTORY, STR_027F_CONSTRUCT_TOY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_025E_FIZZY_DRINK_FACTORY, STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY},
{ WIDGETS_END},
};
static const Widget _build_industry_land0_widgets_extra[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 187, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_0242_SAWMILL, STR_0264_CONSTRUCT_SAWMILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0247_STEEL_MILL, STR_0269_CONSTRUCT_STEEL_MILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 84, 95, STR_0240_COAL_MINE, STR_CONSTRUCT_COAL_MINE_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 97, 108, STR_0243_FOREST, STR_CONSTRUCT_FOREST_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 110, 121, STR_0245_OIL_RIG, STR_CONSTRUCT_OIL_RIG_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 123, 134, STR_0248_FARM, STR_CONSTRUCT_FARM_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 136, 147, STR_024A_OIL_WELLS, STR_CONSTRUCT_OIL_WELLS_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 149, 160, STR_0249_IRON_ORE_MINE, STR_CONSTRUCT_IRON_ORE_MINE_TIP},
{ WIDGETS_END},
};
static const Widget _build_industry_land1_widgets_extra[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 174, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_024C_PAPER_MILL, STR_026E_CONSTRUCT_PAPER_MILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_024E_PRINTING_WORKS, STR_0270_CONSTRUCT_PRINTING_WORKS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 84, 95, STR_0240_COAL_MINE, STR_CONSTRUCT_COAL_MINE_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 97, 108, STR_0243_FOREST, STR_CONSTRUCT_FOREST_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 110, 121, STR_0248_FARM, STR_CONSTRUCT_FARM_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 123, 134, STR_024A_OIL_WELLS, STR_CONSTRUCT_OIL_WELLS_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 136, 147, STR_024F_GOLD_MINE, STR_CONSTRUCT_GOLD_MINE_TIP},
{ WIDGETS_END},
};
static const Widget _build_industry_land2_widgets_extra[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 200, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0250_LUMBER_MILL, STR_0273_CONSTRUCT_LUMBER_MILL_TO},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0254_WATER_TOWER, STR_0277_CONSTRUCT_WATER_TOWER_CAN},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 84, 95, STR_024A_OIL_WELLS, STR_CONSTRUCT_OIL_WELLS_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 97, 108, STR_0255_DIAMOND_MINE, STR_CONSTRUCT_DIAMOND_MINE_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 110, 121, STR_0256_COPPER_ORE_MINE, STR_CONSTRUCT_COPPER_ORE_MINE_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 123, 134, STR_0248_FARM, STR_CONSTRUCT_FARM_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 136, 147, STR_0251_FRUIT_PLANTATION, STR_CONSTRUCT_FRUIT_PLANTATION_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 149, 160, STR_0252_RUBBER_PLANTATION, STR_CONSTRUCT_RUBBER_PLANTATION_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 162, 173, STR_0253_WATER_SUPPLY, STR_CONSTRUCT_WATER_SUPPLY_TIP},
{ WIDGETS_END},
};
static const Widget _build_industry_land3_widgets_extra[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 187, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_0258_CANDY_FACTORY, STR_027B_CONSTRUCT_CANDY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 29, 40, STR_025B_TOY_SHOP, STR_027E_CONSTRUCT_TOY_SHOP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_025C_TOY_FACTORY, STR_027F_CONSTRUCT_TOY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_025E_FIZZY_DRINK_FACTORY, STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 71, 82, STR_0257_COTTON_CANDY_FOREST, STR_CONSTRUCT_COTTON_CANDY_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 84, 95, STR_0259_BATTERY_FARM, STR_CONSTRUCT_BATTERY_FARM_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 97, 108, STR_025A_COLA_WELLS, STR_CONSTRUCT_COLA_WELLS_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 110, 121, STR_025D_PLASTIC_FOUNTAINS, STR_CONSTRUCT_PLASTIC_FOUNTAINS_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 123, 134, STR_025F_BUBBLE_GENERATOR, STR_CONSTRUCT_BUBBLE_GENERATOR_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 136, 147, STR_0260_TOFFEE_QUARRY, STR_CONSTRUCT_TOFFEE_QUARRY_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 149, 160, STR_0261_SUGAR_MINE, STR_CONSTRUCT_SUGAR_MINE_TIP},
{ WIDGETS_END},
};
static const WindowDesc _build_industry_land0_desc = {
WDP_AUTO, WDP_AUTO, 170, 116,
static const WindowDesc _build_industry_dynamic_desc = {
WDP_AUTO, WDP_AUTO, 170, 212,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land0_widgets,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land1_desc = {
WDP_AUTO, WDP_AUTO, 170, 116,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land1_widgets,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land2_desc = {
WDP_AUTO, WDP_AUTO, 170, 116,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land2_widgets,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land3_desc = {
WDP_AUTO, WDP_AUTO, 170, 116,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land3_widgets,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land0_desc_extra = {
WDP_AUTO, WDP_AUTO, 170, 188,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land0_widgets_extra,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land1_desc_extra = {
WDP_AUTO, WDP_AUTO, 170, 175,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land1_widgets_extra,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land2_desc_extra = {
WDP_AUTO, WDP_AUTO, 170, 201,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land2_widgets_extra,
BuildIndustryWndProc
};
static const WindowDesc _build_industry_land3_desc_extra = {
WDP_AUTO, WDP_AUTO, 170, 188,
WC_BUILD_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_build_industry_land3_widgets_extra,
BuildIndustryWndProc
};
static const WindowDesc * const _industry_window_desc[2][4] = {
{
&_build_industry_land0_desc,
&_build_industry_land1_desc,
&_build_industry_land2_desc,
&_build_industry_land3_desc,
},
{
&_build_industry_land0_desc_extra,
&_build_industry_land1_desc_extra,
&_build_industry_land2_desc_extra,
&_build_industry_land3_desc_extra,
},
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_RESIZABLE,
_build_dynamic_industry_widgets,
BuildDynamicIndustryWndProc,
};
void ShowBuildIndustryWindow()
{
if (!IsValidPlayer(_current_player)) return;
AllocateWindowDescFront(_industry_window_desc[(_patches.raw_industry_construction == 0) ? 0 : 1][_opt_ptr->landscape], 0);
if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
AllocateWindowDescFront(&_build_industry_dynamic_desc, 0);
}
static void UpdateIndustryProduction(Industry *i);
static inline bool isProductionMinimum(const Industry *i, int pt) {
return i->production_rate[pt] == 1;
}

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...there
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Are you sure you want to create a random landscape?
STR_MANY_RANDOM_TOWNS :{BLACK}Many random towns
STR_RANDOM_TOWNS_TIP :{BLACK}Cover the map with randomly placed towns
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Many random industries
STR_MANY_RANDOM_INDUSTRIES :Many random industries
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cover the map with randomly placed industries
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Can't generate industries...

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@ -1243,7 +1243,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...não
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Tem certeza que deseja criar um terreno aleatório?
STR_MANY_RANDOM_TOWNS :{BLACK}Várias cidades aleatórias
STR_RANDOM_TOWNS_TIP :{BLACK}Cobrir o mapa com cidades colocadas aleatoriamente
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Várias indústrias aleatórias
STR_MANY_RANDOM_INDUSTRIES :Várias indústrias aleatórias
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cobrir o mapa com indústrias colocadas aleatoriamente
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Impossível gerar indústrias...

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@ -1235,7 +1235,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...ня
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Потвърдете създаването на случаен терен?
STR_MANY_RANDOM_TOWNS :{BLACK}Много случайни градове
STR_RANDOM_TOWNS_TIP :{BLACK}Покриване на картата със случайно поставени градове
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Много случайни индустрии
STR_MANY_RANDOM_INDUSTRIES :Много случайни индустрии
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Покриване на картата със случайно поставени индустрии
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Не може да се генерира промишленост...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...no hi
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Estàs segur que vols crear un paisatge aleatori?
STR_MANY_RANDOM_TOWNS :{BLACK}Moltes poblacions aleatòries
STR_RANDOM_TOWNS_TIP :{BLACK}Omple el mapa amb poblacions situades aleatòriament
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Moltes indústries aleatòries
STR_MANY_RANDOM_INDUSTRIES :Moltes indústries aleatòries
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Omple el mapa amb indústries situades aleatòriament
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}No es poden generar indústries...

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@ -1236,7 +1236,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...u ovo
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Jeste li sigurni da želite napraviti nasumični krajolik?
STR_MANY_RANDOM_TOWNS :{BLACK}Mnogo nasumičnih gradova
STR_RANDOM_TOWNS_TIP :{BLACK}Popuni kartu nasumce smještenim gradovima
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Mnoge nasumične industrije
STR_MANY_RANDOM_INDUSTRIES :Mnoge nasumične industrije
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Popuni kartu nasumce smještenim industrijama
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Ne možeš generirati gospodarstva...

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@ -1299,7 +1299,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}... v to
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Opravdu chceš vytvořit nový náhodný terén?
STR_MANY_RANDOM_TOWNS :{BLACK}Hodně náhodných měst
STR_RANDOM_TOWNS_TIP :{BLACK}Pokryje krajinu mnoha náhodnými městy
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Hodně náhodného průmyslu
STR_MANY_RANDOM_INDUSTRIES :Hodně náhodného průmyslu
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Pokryje krajinu náhodným průmyslem
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Nemůžu generovat průmysl...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...der e
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Er du sikker på, at du vil lave et tilfældigt landskab?
STR_MANY_RANDOM_TOWNS :{BLACK}Mange tilfældige byer
STR_RANDOM_TOWNS_TIP :{BLACK}Dæk kortet med tilfældigt placerede byer
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Mange tilfældige industrier
STR_MANY_RANDOM_INDUSTRIES :Mange tilfældige industrier
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Dæk kortet med tilfældigt placerede industrier
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan ikke lave industrier...

View File

@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...er is
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Weet je zeker dat je een willekeurig landschap wil maken?
STR_MANY_RANDOM_TOWNS :{BLACK}Veel willekeurige steden
STR_RANDOM_TOWNS_TIP :{BLACK}Bedek de kaart met willekeurig geplaatste steden
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Veel willekeurige industrieën
STR_MANY_RANDOM_INDUSTRIES :Veel willekeurige industrieën
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Bedek de kaart met willekeurig geplaatste industrieën
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan geen industrieën genereren

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...there
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Are you sure you want to create a random landscape?
STR_MANY_RANDOM_TOWNS :{BLACK}Many random towns
STR_RANDOM_TOWNS_TIP :{BLACK}Cover the map with randomly placed towns
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Many random industries
STR_MANY_RANDOM_INDUSTRIES :Many random industries
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cover the map with randomly placed industries
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Can't generate industries...
@ -1980,8 +1980,12 @@ STR_4828_REQUIRES :{BLACK}Requires
STR_4829_REQUIRES :{BLACK}Requires: {YELLOW}{STRING}, {STRING}, {STRING}
############ range for requires ends
############ range for produces starts
STR_INDUSTRY_WINDOW_WAITING_FOR_PROCESSING :{BLACK}Cargo waiting to be processed:
STR_INDUSTRY_WINDOW_WAITING_STOCKPILE_CARGO :{YELLOW}{CARGO}{BLACK}
STR_4827_PRODUCES :{BLACK}Produces: {YELLOW}{STRING}
STR_4828_PRODUCES :{BLACK}Produces: {YELLOW}{STRING}, {STRING}
############ range for produces ends
STR_482A_PRODUCTION_LAST_MONTH :{BLACK}Production last month:
STR_482B_TRANSPORTED :{YELLOW}{CARGO}{BLACK} ({COMMA}% transported)
@ -3372,3 +3376,8 @@ STR_NEXT_SIGN_TOOLTIP :{BLACK}Go to ne
STR_PREVIOUS_SIGN_TOOLTIP :{BLACK}Go to previous sign
########
STR_FUND_NEW_INDUSTRY :{BLACK}Fund
STR_PROSPECT_NEW_INDUSTRY :{BLACK}Prospect
STR_BUILD_NEW_INDUSTRY :{BLACK}Build
STR_INDUSTRY_SELECTION_HINT :{BLACK}Choose the appropriate industry from this list

View File

@ -1224,7 +1224,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...manka
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Ĉu vi certas ke vi volas krei hazardan landaspekton?
STR_MANY_RANDOM_TOWNS :{BLACK}Multaj hazardaj urboj
STR_RANDOM_TOWNS_TIP :{BLACK}Kovru la mapon per hazarde metitajn urbojn
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Multaj hazardaj industrioj
STR_MANY_RANDOM_INDUSTRIES :Multaj hazardaj industrioj
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Kovru la mapon per hazarde metitajn industriojn
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Ne povas generi industriojn...

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@ -1341,7 +1341,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...kaard
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Oled sa kindel, et soovid luua suvalist maastikku?
STR_MANY_RANDOM_TOWNS :{BLACK}Palju suvalisi linnu
STR_RANDOM_TOWNS_TIP :{BLACK}Kaardi katmine suvaliselt asetatud linnadega
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Palju suvalisi tööstusi
STR_MANY_RANDOM_INDUSTRIES :Palju suvalisi tööstusi
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Kata kaart suvaliselt paigutatud tööstustega
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Tööstust ei saa tekitada...

View File

@ -1221,7 +1221,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...täss
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Haluatko todella luoda satunnaisen maaston?
STR_MANY_RANDOM_TOWNS :{BLACK}Monta satunnaista kaupunkia
STR_RANDOM_TOWNS_TIP :{BLACK}Peitä kartta satunnaisesti sijoitetuilla kaupungeilla.
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Monta satunnaista teollisuusaluetta
STR_MANY_RANDOM_INDUSTRIES :Monta satunnaista teollisuusaluetta
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Peitä kartta satunnaisesti sijoitetuilla teollisuusalueilla.
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Teollisuusaluetta ei voi luoda...

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@ -1242,7 +1242,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...il n'
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Etes-vous sûr de vouloir créer un terrain aléatoire?
STR_MANY_RANDOM_TOWNS :{BLACK}Beaucoup de villes au hasard
STR_RANDOM_TOWNS_TIP :{BLACK}Couvrir la carte avec des villes placées aléatoirement
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Beaucoup d'industries au hasard
STR_MANY_RANDOM_INDUSTRIES :Beaucoup d'industries au hasard
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Couvrir la carte avec des industries placées au hasard
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Ne peut pas générer les industries...

View File

@ -1148,7 +1148,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...non h
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}¿Estás seguro de querer crear unha paisaxe aleatoria?
STR_MANY_RANDOM_TOWNS :{BLACK}Varias cidades aleatorias
STR_RANDOM_TOWNS_TIP :{BLACK}Cubri-lo mapa con cidades colocadas aleatoriamente
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Varias industrias aleatorias
STR_MANY_RANDOM_INDUSTRIES :Varias industrias aleatorias
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cubri-lo mapa con industrias colocadas aleatoriamente
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Non se poden xera-las industrias...

View File

@ -1237,7 +1237,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...in di
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Soll wirklich eine zufällige Landschaft erzeugt werden?
STR_MANY_RANDOM_TOWNS :{BLACK}Viele zufällige Städte
STR_RANDOM_TOWNS_TIP :{BLACK}Bedecke die Karte mit zufällig platzierten Städten
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Viele zufällige Industrien
STR_MANY_RANDOM_INDUSTRIES :Viele zufällige Industrien
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Bedecke die Karte mit zufällig platzierten Industrien
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kann keine Industrie erzeugen...

View File

@ -1307,7 +1307,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...nincs
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Biztos vagy benne hogy véletlen tájképet akarsz létrehozni?
STR_MANY_RANDOM_TOWNS :{BLACK}Sok véletlen város
STR_RANDOM_TOWNS_TIP :{BLACK}Elhelyez a térképen véletlenszerüen sok várost.
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Sok véletlen gazdasági épület
STR_MANY_RANDOM_INDUSTRIES :Sok véletlen gazdasági épület
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Elhelyez a térképen véletlenszerüen sok gazdasági épületet
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Nem tudok gazdasági épületet generálni...

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@ -1192,7 +1192,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...það
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Ertu viss um að þú viljir búa til handahófskennt land?
STR_MANY_RANDOM_TOWNS :{BLACK}Búa til marga bæi
STR_RANDOM_TOWNS_TIP :{BLACK}Þekja landið með bæjum
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Búa til marga iðnaði
STR_MANY_RANDOM_INDUSTRIES :Búa til marga iðnaði
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Þekja kortið mörgum handahófskenndum iðnöðum
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Get ekki búið til iðnað...

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@ -1243,7 +1243,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...non c
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Si è sicuri di voler generare un paesaggio casuale?
STR_MANY_RANDOM_TOWNS :{BLACK}Alcune città casuali
STR_RANDOM_TOWNS_TIP :{BLACK}Copre la mappa con città posizionate casualmente
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Alcune industrie casuali
STR_MANY_RANDOM_INDUSTRIES :Alcune industrie casuali
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Copre la mappa con industrie posizionate casualmente
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Impossibile generare industrie...

View File

@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...こ
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}ランダムな地形を作成してもよろしいですか?
STR_MANY_RANDOM_TOWNS :{BLACK}多くのランダムな市町村
STR_RANDOM_TOWNS_TIP :{BLACK}地図にたくさんの市町村を建設します
STR_MANY_RANDOM_INDUSTRIES :{BLACK}多くのランダムな産業
STR_MANY_RANDOM_INDUSTRIES :多くのランダムな産業
STR_RANDOM_INDUSTRIES_TIP :{BLACK}地図にたくさんの産業を建設します
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}産業が建設できません...

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@ -1242,7 +1242,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...시
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}무작위로 지형을 생성하시겠습니까?
STR_MANY_RANDOM_TOWNS :{BLACK}무작위 도시 건설
STR_RANDOM_TOWNS_TIP :{BLACK}무작위로 도시를 건설합니다.
STR_MANY_RANDOM_INDUSTRIES :{BLACK}무작위 산업시설 건설
STR_MANY_RANDOM_INDUSTRIES :무작위 산업시설 건설
STR_RANDOM_INDUSTRIES_TIP :{BLACK}무작위로 산업시설을 건설합니다.
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}산업시설을 생성할 수 없습니다...

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@ -1224,7 +1224,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...siame
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Ar tikrai norite sukurti atsitiktinį kraštovaizdį?
STR_MANY_RANDOM_TOWNS :{BLACK}Daug atsitiktinių miestų
STR_RANDOM_TOWNS_TIP :{BLACK}Sukuria miestus atsitiktinėse žemėlapio vietose
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Daug atsitiktinių pramonės įmonių
STR_MANY_RANDOM_INDUSTRIES :Daug atsitiktinių pramonės įmonių
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Sukuria pramonės įmones atsitiktinėse žemėlapio vietose
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Neimanoma sukurti pramones imoniu...

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@ -1222,7 +1222,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...det e
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Er du sikker på at du vil lage et tilfeldig generert landskap?
STR_MANY_RANDOM_TOWNS :{BLACK}Mange tilfeldige byer
STR_RANDOM_TOWNS_TIP :{BLACK}Dekk kartet med tilfeldig plasserte byer
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Mange tilfeldige industrier
STR_MANY_RANDOM_INDUSTRIES :Mange tilfeldige industrier
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Dekk kartet med tilfeldig plasserte industrier
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan ikke generere industrier...

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@ -1238,7 +1238,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...det e
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Er du sikker på at du vil lage eit tilfeldig generert landskap?
STR_MANY_RANDOM_TOWNS :{BLACK}Mange tilfeldige byar
STR_RANDOM_TOWNS_TIP :{BLACK}Dekk kartet med tilfeldig plasserte byar
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Mange tilfeldige industriar
STR_MANY_RANDOM_INDUSTRIES :Mange tilfeldige industriar
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Dekk kartet med tilfeldig plasserte industriar
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan ikkje lage industriar...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...ereth
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Areway ouyay uresay ouyay antway otay eatecray away andomray andscapelay?
STR_MANY_RANDOM_TOWNS :{BLACK}Anymay andomray ownstay
STR_RANDOM_TOWNS_TIP :{BLACK}Overcay ethay apmay ithway andomlyray acedplay ownstay
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Anymay andomray industriesway
STR_MANY_RANDOM_INDUSTRIES :Anymay andomray industriesway
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Overcay ethay apmay ithway andomlyray acedplay industriesway
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}An'tcay enerategay industriesway...

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@ -1324,7 +1324,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...nie m
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Jesteś pewien że chcesz stworzyć losowy krajobraz?
STR_MANY_RANDOM_TOWNS :{BLACK}Wiele losowych miast
STR_RANDOM_TOWNS_TIP :{BLACK}Pokryj mapę losowo położonymi miastami
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Wiele losowych przedsiębiorstw
STR_MANY_RANDOM_INDUSTRIES :Wiele losowych przedsiębiorstw
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Pokryj mapę losowo położonymi przedsiębiorstwami
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Nie można stworzyć przedsiębiorstw...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...não
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Tem a certeza que deseja criar um terreno aleatório?
STR_MANY_RANDOM_TOWNS :{BLACK}Várias cidades aleatórias
STR_RANDOM_TOWNS_TIP :{BLACK}Cobrir o mapa com cidades colocadas aleatoriamente
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Várias indústrias aleatórias
STR_MANY_RANDOM_INDUSTRIES :Várias indústrias aleatórias
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cobrir o mapa com indústrias colocadas aleatoriamente
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Não é possível gerar indústrias...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...în a
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Esti sigur cã vrei sã creezi un peisaj aleator?
STR_MANY_RANDOM_TOWNS :{BLACK}Mai multe orase aleatoare
STR_RANDOM_TOWNS_TIP :{BLACK}Umple harta cu orase generate aleator
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Multe industrii aleatoare
STR_MANY_RANDOM_INDUSTRIES :Multe industrii aleatoare
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Umple harta cu industrii generate aleator
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Nu pot genera industrii...

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@ -1243,7 +1243,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...в э
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Вы уверены, что хотите создать случайную землю?
STR_MANY_RANDOM_TOWNS :{BLACK}Много случайных городов
STR_RANDOM_TOWNS_TIP :{BLACK}Случайно разместить на карте города
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Много произвольных промышленностей
STR_MANY_RANDOM_INDUSTRIES :Много произвольных промышленностей
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Случайно разместить предприятия на карте
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Невозможно создать промышленность...

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@ -1214,7 +1214,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}当前
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}你确定要创建一个随机的景观吗?
STR_MANY_RANDOM_TOWNS :{BLACK}大量随机城镇
STR_RANDOM_TOWNS_TIP :{BLACK}在地图上创建大量随机的城镇
STR_MANY_RANDOM_INDUSTRIES :{BLACK}大量随机工业
STR_MANY_RANDOM_INDUSTRIES :大量随机工业
STR_RANDOM_INDUSTRIES_TIP :{BLACK}在地图上创建大量随机的工业设施
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}不能生成工业设施……

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@ -1305,7 +1305,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}... v to
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Si si isty, ze chces vytvorit nahodny teren?
STR_MANY_RANDOM_TOWNS :{BLACK}Vela nahodnych miest
STR_RANDOM_TOWNS_TIP :{BLACK}Pokryt mapu nahodne umiestnenymi mestami
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Vela nahodneho priemyslu
STR_MANY_RANDOM_INDUSTRIES :Vela nahodneho priemyslu
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Pokryt mapu nahodne umiestnenym priemyslom
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Nemozno vygenerovat priemysel ...

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@ -1283,7 +1283,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...ni me
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Zagotovo želiš ustvariti naključno zemljišče?
STR_MANY_RANDOM_TOWNS :{BLACK}Več naključnih mest
STR_RANDOM_TOWNS_TIP :{BLACK}Postavi na ozemlje naključna mesta
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Več naključnih industrij
STR_MANY_RANDOM_INDUSTRIES :Več naključnih industrij
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Postavi na ozemlje naključno industrijo
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Ni mogoče zgraditi industrij ...

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@ -1242,7 +1242,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...no ha
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}¿Está seguro de generar un paisaje al azar?
STR_MANY_RANDOM_TOWNS :{BLACK}Varias poblaciones al azar
STR_RANDOM_TOWNS_TIP :{BLACK}Cubre el mapa con poblaciones colocadas al azar
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Varias industrias al azar
STR_MANY_RANDOM_INDUSTRIES :Varias industrias al azar
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Cubre el mapa con industrias colocadas al azar
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}No se pueden crear industrias...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...det f
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Är du säker på att du vill generera ett slumpmässigt landskap?
STR_MANY_RANDOM_TOWNS :{BLACK}Många slumpmässiga städer
STR_RANDOM_TOWNS_TIP :{BLACK}Täck kartan med slumpmässigt placerade städer
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Många slumpmässiga industrier
STR_MANY_RANDOM_INDUSTRIES :Många slumpmässiga industrier
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Täck kartan med slumpmässigt placerade industrier
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan inte generera industrier...

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@ -1241,7 +1241,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...這
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}你要建立一個隨機地形嗎?
STR_MANY_RANDOM_TOWNS :{BLACK}隨機產生多個市鎮
STR_RANDOM_TOWNS_TIP :{BLACK}以隨機放置的市鎮佈滿版圖
STR_MANY_RANDOM_INDUSTRIES :{BLACK}隨機產生多個工業
STR_MANY_RANDOM_INDUSTRIES :隨機產生多個工業
STR_RANDOM_INDUSTRIES_TIP :{BLACK}以隨機放置的工業佈滿版圖
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}隨機產生工業失敗...

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@ -1232,7 +1232,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...Bu se
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Arazinin rasgele düzenlenmesini istediğinizden emin misiniz?
STR_MANY_RANDOM_TOWNS :{BLACK}Birçok rastgele şehir
STR_RANDOM_TOWNS_TIP :{BLACK}Haritayı rastgele şehirlerle doldur
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Birçok rastgele fabrika
STR_MANY_RANDOM_INDUSTRIES :Birçok rastgele fabrika
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Haritayı rastgele fabrikalarla doldur
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Fabrika yapılamıyor...

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@ -1367,7 +1367,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...у ц
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Ви дійсно бажаєте створити ландшафт випадково?
STR_MANY_RANDOM_TOWNS :{BLACK}Багато різних міст
STR_RANDOM_TOWNS_TIP :{BLACK}Випадково розташувати міста по карті
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Багато різної промисловості
STR_MANY_RANDOM_INDUSTRIES :Багато різної промисловості
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Випадково розташувати промисловість по карті
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Неможливо створити промисловість...

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@ -1124,7 +1124,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...daar
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Is jy seker jy wil 'n lukraake landeryke skep?
STR_MANY_RANDOM_TOWNS :{BLACK}Baie lukraak stede
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Baie luraak nyweheide
STR_MANY_RANDOM_INDUSTRIES :Baie luraak nyweheide
STR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Kan nie nywerheide ontwikkel nie...
STR_LANDSCAPING_TOOLBAR_TIP :{BLACK}Oppe die landargitekteur werktuigbaan om land te verhoog/verlaag, boome beplant, ens.

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@ -1198,7 +1198,7 @@ STR_NO_TOWN_IN_SCENARIO :{WHITE}...δε
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Είστε σίγουρος ότι θέλετε να δημιουργήσετε ένα τυχαίο τοπίο;
STR_MANY_RANDOM_TOWNS :{BLACK}Πολλές τυχαίες πόλεις
STR_RANDOM_TOWNS_TIP :{BLACK}Κάλυψη του χάρτη με τυχαία τοποθετημένες πόλεις
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Πολλές τυχαίες βιομηχανίες
STR_MANY_RANDOM_INDUSTRIES :Πολλές τυχαίες βιομηχανίες
@ -2017,3 +2017,4 @@ SET_PERFORMANCE_DETAIL_INT :{BLACK}{NUM}.
########

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@ -1166,7 +1166,7 @@ STR_BUILD_AUTORAIL_TIP :{BLACK}Būvē d
STR_NO_TOWN_IN_SCENARIO :{WHITE}...šajā scenārijā nav pilsētu
STR_GENERATE_RANDOM_LANDSCAPE :{WHITE}Vai jūs esat pārliecināts, ka vēlaties izveidot nejauši izvēlētu ainavu?
STR_MANY_RANDOM_TOWNS :{BLACK}Daudz nejauši izveidotu pilsētu
STR_MANY_RANDOM_TOWNS :Daudz nejauši izveidotu pilsētu
STR_RANDOM_TOWNS_TIP :{BLACK}Pāklāt karti ar nejauši izvietotām pilsētām
STR_MANY_RANDOM_INDUSTRIES :{BLACK}Daudz nejauši izveidotu rūpniecību
STR_RANDOM_INDUSTRIES_TIP :{BLACK}Pāklāt karti ar nejauši izvietotām rūpniecībām

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@ -1540,247 +1540,11 @@ static void ToolbarScenGenTown(Window *w)
AllocateWindowDescFront(&_scen_edit_town_gen_desc, 0);
}
static const Widget _scenedit_industry_normal_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_023F_INDUSTRY_GENERATION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 224, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_MANY_RANDOM_INDUSTRIES, STR_RANDOM_INDUSTRIES_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0240_COAL_MINE, STR_0262_CONSTRUCT_COAL_MINE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0242_SAWMILL, STR_0264_CONSTRUCT_SAWMILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 81, 92, STR_0243_FOREST, STR_0265_PLANT_FOREST},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 94, 105, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 107, 118, STR_0245_OIL_RIG, STR_0267_CONSTRUCT_OIL_RIG_CAN_ONLY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 120, 131, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 133, 144, STR_0247_STEEL_MILL, STR_0269_CONSTRUCT_STEEL_MILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 146, 157, STR_0248_FARM, STR_026A_CONSTRUCT_FARM},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 159, 170, STR_0249_IRON_ORE_MINE, STR_026B_CONSTRUCT_IRON_ORE_MINE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 172, 183, STR_024A_OIL_WELLS, STR_026C_CONSTRUCT_OIL_WELLS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 185, 196, STR_024B_BANK, STR_026D_CONSTRUCT_BANK_CAN_ONLY},
{ WIDGETS_END},
};
static const Widget _scenedit_industry_hilly_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_023F_INDUSTRY_GENERATION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 224, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_MANY_RANDOM_INDUSTRIES, STR_RANDOM_INDUSTRIES_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0240_COAL_MINE, STR_0262_CONSTRUCT_COAL_MINE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0241_POWER_STATION, STR_0263_CONSTRUCT_POWER_STATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_024C_PAPER_MILL, STR_026E_CONSTRUCT_PAPER_MILL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 81, 92, STR_0243_FOREST, STR_0265_PLANT_FOREST},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 94, 105, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 107, 118, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 120, 131, STR_024E_PRINTING_WORKS, STR_0270_CONSTRUCT_PRINTING_WORKS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 133, 144, STR_024F_GOLD_MINE, STR_0271_CONSTRUCT_GOLD_MINE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 146, 157, STR_0248_FARM, STR_026A_CONSTRUCT_FARM},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 159, 170, STR_024B_BANK, STR_0272_CONSTRUCT_BANK_CAN_ONLY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 172, 183, STR_024A_OIL_WELLS, STR_026C_CONSTRUCT_OIL_WELLS},
{ WIDGETS_END},
};
static const Widget _scenedit_industry_desert_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_023F_INDUSTRY_GENERATION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 224, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_MANY_RANDOM_INDUSTRIES, STR_RANDOM_INDUSTRIES_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0250_LUMBER_MILL, STR_0273_CONSTRUCT_LUMBER_MILL_TO},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0251_FRUIT_PLANTATION, STR_0274_PLANT_FRUIT_PLANTATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0252_RUBBER_PLANTATION, STR_0275_PLANT_RUBBER_PLANTATION},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 81, 92, STR_0244_OIL_REFINERY, STR_0266_CONSTRUCT_OIL_REFINERY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 94, 105, STR_024D_FOOD_PROCESSING_PLANT, STR_026F_CONSTRUCT_FOOD_PROCESSING},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 107, 118, STR_0246_FACTORY, STR_0268_CONSTRUCT_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 120, 131, STR_0253_WATER_SUPPLY, STR_0276_CONSTRUCT_WATER_SUPPLY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 133, 144, STR_0248_FARM, STR_026A_CONSTRUCT_FARM},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 146, 157, STR_0254_WATER_TOWER, STR_0277_CONSTRUCT_WATER_TOWER_CAN},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 159, 170, STR_024A_OIL_WELLS, STR_026C_CONSTRUCT_OIL_WELLS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 172, 183, STR_024B_BANK, STR_0272_CONSTRUCT_BANK_CAN_ONLY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 185, 196, STR_0255_DIAMOND_MINE, STR_0278_CONSTRUCT_DIAMOND_MINE},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 198, 209, STR_0256_COPPER_ORE_MINE, STR_0279_CONSTRUCT_COPPER_ORE_MINE},
{ WIDGETS_END},
};
static const Widget _scenedit_industry_candy_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 7, 11, 169, 0, 13, STR_023F_INDUSTRY_GENERATION, STR_NULL},
{ WWT_PANEL, RESIZE_NONE, 7, 0, 169, 14, 224, 0x0, STR_NULL},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 16, 27, STR_MANY_RANDOM_INDUSTRIES, STR_RANDOM_INDUSTRIES_TIP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 42, 53, STR_0257_COTTON_CANDY_FOREST, STR_027A_PLANT_COTTON_CANDY_FOREST},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 55, 66, STR_0258_CANDY_FACTORY, STR_027B_CONSTRUCT_CANDY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 68, 79, STR_0259_BATTERY_FARM, STR_027C_CONSTRUCT_BATTERY_FARM},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 81, 92, STR_025A_COLA_WELLS, STR_027D_CONSTRUCT_COLA_WELLS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 94, 105, STR_025B_TOY_SHOP, STR_027E_CONSTRUCT_TOY_SHOP},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 107, 118, STR_025C_TOY_FACTORY, STR_027F_CONSTRUCT_TOY_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 120, 131, STR_025D_PLASTIC_FOUNTAINS, STR_0280_CONSTRUCT_PLASTIC_FOUNTAINS},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 133, 144, STR_025E_FIZZY_DRINK_FACTORY, STR_0281_CONSTRUCT_FIZZY_DRINK_FACTORY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 146, 157, STR_025F_BUBBLE_GENERATOR, STR_0282_CONSTRUCT_BUBBLE_GENERATOR},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 159, 170, STR_0260_TOFFEE_QUARRY, STR_0283_CONSTRUCT_TOFFEE_QUARRY},
{ WWT_TEXTBTN, RESIZE_NONE, 14, 2, 167, 172, 183, STR_0261_SUGAR_MINE, STR_0284_CONSTRUCT_SUGAR_MINE},
{ WIDGETS_END},
};
static bool AnyTownExists()
{
const Town *t;
FOR_ALL_TOWNS(t) return true;
return false;
}
extern Industry *CreateNewIndustry(TileIndex tile, IndustryType type);
/**
* Search callback function for TryBuildIndustry
* @param tile to test
* @param data that is passed by the caller. In this case, the type of industry been tested
* @return the success (or not) of the operation
*/
static bool SearchTileForIndustry(TileIndex tile, uint32 data)
{
return CreateNewIndustry(tile, data) != NULL;
}
/**
* Perform a 9*9 tiles circular search around a tile
* in order to find a suitable zone to create the desired industry
* @param tile to start search for
* @param type of the desired industry
* @return the success (or not) of the operation
*/
static bool TryBuildIndustry(TileIndex tile, int type)
{
return CircularTileSearch(tile, 9, SearchTileForIndustry, type);
}
static const byte _industry_type_list[4][16] = {
{ 0, 1, 2, 3, 4, 5, 6, 8, 9, 18, 11, 12},
{ 0, 1, 14, 3, 4, 13, 7, 15, 9, 16, 11, 12},
{25, 19, 20, 4, 13, 23, 21, 24, 22, 11, 16, 17, 10},
{26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36},
};
static int _industry_type_to_place;
bool _ignore_restrictions;
static void ScenEditIndustryWndProc(Window *w, WindowEvent *e)
{
int button;
switch (e->event) {
case WE_PAINT:
DrawWindowWidgets(w);
break;
case WE_CLICK:
if (e->we.click.widget == 3) {
HandleButtonClick(w, 3);
if (!AnyTownExists()) {
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
return;
}
_generating_world = true;
GenerateIndustries();
_generating_world = false;
}
if ((button=e->we.click.widget) >= 4) {
if (HandlePlacePushButton(w, button, SPR_CURSOR_INDUSTRY, 1, NULL))
_industry_type_to_place = _industry_type_list[_opt.landscape][button - 4];
}
break;
case WE_PLACE_OBJ: {
int type;
/* Show error if no town exists at all */
type = _industry_type_to_place;
if (!AnyTownExists()) {
SetDParam(0, GetIndustrySpec(type)->name);
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
return;
}
_current_player = OWNER_NONE;
_generating_world = true;
_ignore_restrictions = true;
if (!TryBuildIndustry(e->we.place.tile,type)) {
SetDParam(0, GetIndustrySpec(type)->name);
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
}
_ignore_restrictions = false;
_generating_world = false;
break;
}
case WE_ABORT_PLACE_OBJ:
RaiseWindowButtons(w);
SetWindowDirty(w);
break;
case WE_TIMEOUT:
RaiseWindowWidget(w, 3);
InvalidateWidget(w, 3);
break;
}
}
static const WindowDesc _scenedit_industry_normal_desc = {
WDP_AUTO, WDP_AUTO, 170, 225,
WC_SCEN_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_scenedit_industry_normal_widgets,
ScenEditIndustryWndProc,
};
static const WindowDesc _scenedit_industry_hilly_desc = {
WDP_AUTO, WDP_AUTO, 170, 225,
WC_SCEN_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_scenedit_industry_hilly_widgets,
ScenEditIndustryWndProc,
};
static const WindowDesc _scenedit_industry_desert_desc = {
WDP_AUTO, WDP_AUTO, 170, 225,
WC_SCEN_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_scenedit_industry_desert_widgets,
ScenEditIndustryWndProc,
};
static const WindowDesc _scenedit_industry_candy_desc = {
WDP_AUTO, WDP_AUTO, 170, 225,
WC_SCEN_INDUSTRY, WC_NONE,
WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET,
_scenedit_industry_candy_widgets,
ScenEditIndustryWndProc,
};
static const WindowDesc * const _scenedit_industry_descs[] = {
&_scenedit_industry_normal_desc,
&_scenedit_industry_hilly_desc,
&_scenedit_industry_desert_desc,
&_scenedit_industry_candy_desc,
};
static void ToolbarScenGenIndustry(Window *w)
{
HandleButtonClick(w, 13);
SndPlayFx(SND_15_BEEP);
AllocateWindowDescFront(_scenedit_industry_descs[_opt.landscape],0);
ShowBuildIndustryWindow();
}
static void ToolbarScenBuildRoad(Window *w)