OpenTTD-patches/src/train_gui.cpp

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/* $Id$ */
/** @file train_gui.cpp GUI for trains. */
#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "command_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_engine.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "engine_base.h"
#include "window_func.h"
#include "settings_type.h"
#include "table/sprites.h"
#include "table/strings.h"
void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (!success) return;
/* find a locomotive in the depot. */
const Vehicle *found = NULL;
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v) &&
v->tile == tile &&
v->u.rail.track == TRACK_BIT_DEPOT) {
if (found != NULL) return; // must be exactly one.
found = v;
}
}
/* if we found a loco, */
if (found != NULL) {
found = GetLastVehicleInChain(found);
/* put the new wagon at the end of the loco. */
DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, CMD_MOVE_RAIL_VEHICLE);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
}
}
void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
if (!success) return;
const Vehicle *v = Vehicle::Get(_new_vehicle_id);
if (tile == _backup_orders_tile) {
_backup_orders_tile = 0;
RestoreVehicleOrders(v);
}
ShowVehicleViewWindow(v);
}
/**
* Get the number of pixels for the given wagon length.
* @param len Length measured in 1/8ths of a standard wagon.
* @return Number of pixels across.
*/
int WagonLengthToPixels(int len)
{
return (len * _traininfo_vehicle_width) / 8;
}
void DrawTrainImage(const Vehicle *v, int x, int y, VehicleID selection, int count, int skip)
{
DrawPixelInfo tmp_dpi, *old_dpi;
int dx = -(skip * 8) / _traininfo_vehicle_width;
/* Position of highlight box */
int highlight_l = 0;
int highlight_r = 0;
if (!FillDrawPixelInfo(&tmp_dpi, x - 2, y - 1, count + 1, 14)) return;
count = (count * 8) / _traininfo_vehicle_width;
old_dpi = _cur_dpi;
_cur_dpi = &tmp_dpi;
do {
int width = v->u.rail.cached_veh_length;
if (dx + width > 0) {
if (dx <= count) {
SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(v->GetImage(DIR_W), pal, 16 + WagonLengthToPixels(dx), 7 + (is_custom_sprite(RailVehInfo(v->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
if (v->index == selection) {
/* Set the highlight position */
highlight_l = WagonLengthToPixels(dx) + 1;
highlight_r = WagonLengthToPixels(dx + width) + 1;
} else if (_cursor.vehchain && highlight_r != 0) {
highlight_r += WagonLengthToPixels(width);
}
}
}
dx += width;
v = v->Next();
} while (dx < count && v != NULL);
if (highlight_l != highlight_r) {
/* Draw the highlight. Now done after drawing all the engines, as
* the next engine after the highlight could overlap it. */
DrawFrameRect(highlight_l, 0, highlight_r, 13, COLOUR_WHITE, FR_BORDERONLY);
}
_cur_dpi = old_dpi;
}
/**
* Draw the details cargo tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsCargoTab(const Vehicle *v, int left, int right, int y)
{
if (v->cargo_cap != 0) {
StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;
if (!v->cargo.Empty()) {
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo.Count());
SetDParam(2, v->cargo.Source());
SetDParam(3, _settings_game.vehicle.freight_trains);
str = FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM;
}
DrawString(left, right, y, str);
}
}
/**
* Draw the details info tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
{
if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
SetDParam(0, v->engine_type);
SetDParam(1, v->value);
DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE);
} else {
SetDParam(0, v->engine_type);
SetDParam(1, v->build_year);
SetDParam(2, v->value);
DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE);
}
}
/**
* Draw the details capacity tab for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
static void TrainDetailsCapacityTab(const Vehicle *v, int left, int right, int y)
{
if (v->cargo_cap != 0) {
SetDParam(0, v->cargo_type);
SetDParam(1, v->cargo_cap);
SetDParam(4, GetCargoSubtypeText(v));
SetDParam(5, _settings_game.vehicle.freight_trains);
DrawString(left, right, y, FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
}
}
int GetTrainDetailsWndVScroll(VehicleID veh_id, byte det_tab)
{
AcceptedCargo act_cargo;
AcceptedCargo max_cargo;
int num = 0;
if (det_tab == 3) { // Total cargo tab
memset(max_cargo, 0, sizeof(max_cargo));
memset(act_cargo, 0, sizeof(act_cargo));
for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
act_cargo[v->cargo_type] += v->cargo.Count();
max_cargo[v->cargo_type] += v->cargo_cap;
}
/* Set scroll-amount seperately from counting, as to not compute num double
* for more carriages of the same type
*/
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0) num++; // only count carriages that the train has
}
num++; // needs one more because first line is description string
} else {
for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
if (!IsArticulatedPart(v) || v->cargo_cap != 0) num++;
}
}
return num;
}
/**
* Draw the details for the given vehicle at the given position
*
* @param v current vehicle
* @param left The left most coordinate to draw
* @param right The right most coordinate to draw
* @param y The y coordinate
*/
void DrawTrainDetails(const Vehicle *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, byte det_tab)
{
/* draw the first 3 details tabs */
if (det_tab != 3) {
const Vehicle *u = v;
int x = 1;
for (;;) {
if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) {
int dx = 0;
u = v;
do {
SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(u->GetImage(DIR_W), pal, x + WagonLengthToPixels(4 + dx), y + 6 + (is_custom_sprite(RailVehInfo(u->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
dx += u->u.rail.cached_veh_length;
u = u->Next();
} while (u != NULL && IsArticulatedPart(u) && u->cargo_cap == 0);
int px = x + WagonLengthToPixels(dx) + 2;
int py = y + 2;
switch (det_tab) {
default: NOT_REACHED();
case 0: TrainDetailsCargoTab( v, px, right, py); break;
case 1:
/* Only show name and value for the 'real' part */
if (!IsArticulatedPart(v)) {
TrainDetailsInfoTab(v, px, right, py);
}
break;
case 2: TrainDetailsCapacityTab(v, px, right, py); break;
}
y += 14;
v = u;
} else {
/* Move to the next line */
do {
v = v->Next();
} while (v != NULL && IsArticulatedPart(v) && v->cargo_cap == 0);
}
if (v == NULL) return;
}
} else {
AcceptedCargo act_cargo;
AcceptedCargo max_cargo;
Money feeder_share = 0;
memset(max_cargo, 0, sizeof(max_cargo));
memset(act_cargo, 0, sizeof(act_cargo));
for (const Vehicle *u = v; u != NULL ; u = u->Next()) {
act_cargo[u->cargo_type] += u->cargo.Count();
max_cargo[u->cargo_type] += u->cargo_cap;
feeder_share += u->cargo.FeederShare();
}
/* draw total cargo tab */
DrawString(left, right, y + 2, STR_TOTAL_CAPACITY_TEXT);
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
y += 14;
SetDParam(0, i); // {CARGO} #1
SetDParam(1, act_cargo[i]); // {CARGO} #2
SetDParam(2, i); // {SHORTCARGO} #1
SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
SetDParam(4, _settings_game.vehicle.freight_trains);
DrawString(left, right, y + 2, FreightWagonMult(i) > 1 ? STR_TOTAL_CAPACITY_MULT : STR_TOTAL_CAPACITY);
}
}
SetDParam(0, feeder_share);
DrawString(left, right, y + 15, STR_FEEDER_CARGO_VALUE);
}
}