/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** @file script_story_page.hpp Everything to manipulate a story page. */ #ifndef SCRIPT_STORY_HPP #define SCRIPT_STORY_HPP #include "script_company.hpp" #include "script_date.hpp" #include "script_vehicle.hpp" #include "../../story_type.h" #include "../../story_base.h" /** * Class that handles story page related functions. * * To create a page: * 1. Create the page * 2. Create page elements that will be appended to the page in the order which they are created. * * Pages can be either global or company specific. It is possible to mix, but the only mixed solution * that will work is to have all global pages first. Once you create the first company specific page, * it is not recommended to add additional global pages unless you clear up all pages first. * * Page elements are stacked vertically on a page. If goal elements are used, the element will * become empty if the goal is removed while the page still exist. Instead of removing the goal, * you can mark it as complete and the Story Book will show that the goal is completed. * * Mind that users might want to go back to old pages later on. Thus do not remove pages in * the story book unless you really need to. * * @api game */ class ScriptStoryPage : public ScriptObject { public: /** * The story page IDs. */ enum StoryPageID { /* Note: these values represent part of the in-game StoryPageID enum */ STORY_PAGE_INVALID = ::INVALID_STORY_PAGE, ///< An invalid story page id. }; /** * The story page element IDs. */ enum StoryPageElementID { /* Note: these values represent part of the in-game StoryPageElementID enum */ STORY_PAGE_ELEMENT_INVALID = ::INVALID_STORY_PAGE_ELEMENT, ///< An invalid story page element id. }; /** * Story page element types. */ enum StoryPageElementType : byte { SPET_TEXT = ::SPET_TEXT, ///< An element that displays a block of text. SPET_LOCATION = ::SPET_LOCATION, ///< An element that displays a single line of text along with a button to view the referenced location. SPET_GOAL = ::SPET_GOAL, ///< An element that displays a goal. SPET_BUTTON_PUSH = ::SPET_BUTTON_PUSH, ///< A push button that triggers an immediate event. SPET_BUTTON_TILE = ::SPET_BUTTON_TILE, ///< A button that allows the player to select a tile, and triggers an event with the tile. SPET_BUTTON_VEHICLE = ::SPET_BUTTON_VEHICLE, ///< A button that allows the player to select a vehicle, and triggers an event wih the vehicle. }; /** * Formatting data for button page elements. */ typedef uint32_t StoryPageButtonFormatting; /** * Formatting and layout flags for story page buttons. * The SPBF_FLOAT_LEFT and SPBF_FLOAT_RIGHT flags can not be combined. */ enum StoryPageButtonFlags : byte { SPBF_NONE = ::SPBF_NONE, ///< No special formatting for button. SPBF_FLOAT_LEFT = ::SPBF_FLOAT_LEFT, ///< Button is placed to the left of the following paragraph. SPBF_FLOAT_RIGHT = ::SPBF_FLOAT_RIGHT, ///< Button is placed to the right of the following paragraph. }; /** * Mouse cursors usable by story page buttons. */ enum StoryPageButtonCursor : byte { SPBC_MOUSE = ::SPBC_MOUSE, SPBC_ZZZ = ::SPBC_ZZZ, SPBC_BUOY = ::SPBC_BUOY, SPBC_QUERY = ::SPBC_QUERY, SPBC_HQ = ::SPBC_HQ, SPBC_SHIP_DEPOT = ::SPBC_SHIP_DEPOT, SPBC_SIGN = ::SPBC_SIGN, SPBC_TREE = ::SPBC_TREE, SPBC_BUY_LAND = ::SPBC_BUY_LAND, SPBC_LEVEL_LAND = ::SPBC_LEVEL_LAND, SPBC_TOWN = ::SPBC_TOWN, SPBC_INDUSTRY = ::SPBC_INDUSTRY, SPBC_ROCKY_AREA = ::SPBC_ROCKY_AREA, SPBC_DESERT = ::SPBC_DESERT, SPBC_TRANSMITTER = ::SPBC_TRANSMITTER, SPBC_AIRPORT = ::SPBC_AIRPORT, SPBC_DOCK = ::SPBC_DOCK, SPBC_CANAL = ::SPBC_CANAL, SPBC_LOCK = ::SPBC_LOCK, SPBC_RIVER = ::SPBC_RIVER, SPBC_AQUEDUCT = ::SPBC_AQUEDUCT, SPBC_BRIDGE = ::SPBC_BRIDGE, SPBC_RAIL_STATION = ::SPBC_RAIL_STATION, SPBC_TUNNEL_RAIL = ::SPBC_TUNNEL_RAIL, SPBC_TUNNEL_ELRAIL = ::SPBC_TUNNEL_ELRAIL, SPBC_TUNNEL_MONO = ::SPBC_TUNNEL_MONO, SPBC_TUNNEL_MAGLEV = ::SPBC_TUNNEL_MAGLEV, SPBC_AUTORAIL = ::SPBC_AUTORAIL, SPBC_AUTOELRAIL = ::SPBC_AUTOELRAIL, SPBC_AUTOMONO = ::SPBC_AUTOMONO, SPBC_AUTOMAGLEV = ::SPBC_AUTOMAGLEV, SPBC_WAYPOINT = ::SPBC_WAYPOINT, SPBC_RAIL_DEPOT = ::SPBC_RAIL_DEPOT, SPBC_ELRAIL_DEPOT = ::SPBC_ELRAIL_DEPOT, SPBC_MONO_DEPOT = ::SPBC_MONO_DEPOT, SPBC_MAGLEV_DEPOT = ::SPBC_MAGLEV_DEPOT, SPBC_CONVERT_RAIL = ::SPBC_CONVERT_RAIL, SPBC_CONVERT_ELRAIL = ::SPBC_CONVERT_ELRAIL, SPBC_CONVERT_MONO = ::SPBC_CONVERT_MONO, SPBC_CONVERT_MAGLEV = ::SPBC_CONVERT_MAGLEV, SPBC_AUTOROAD = ::SPBC_AUTOROAD, SPBC_AUTOTRAM = ::SPBC_AUTOTRAM, SPBC_ROAD_DEPOT = ::SPBC_ROAD_DEPOT, SPBC_BUS_STATION = ::SPBC_BUS_STATION, SPBC_TRUCK_STATION = ::SPBC_TRUCK_STATION, SPBC_ROAD_TUNNEL = ::SPBC_ROAD_TUNNEL, SPBC_CLONE_TRAIN = ::SPBC_CLONE_TRAIN, SPBC_CLONE_ROADVEH = ::SPBC_CLONE_ROADVEH, SPBC_CLONE_SHIP = ::SPBC_CLONE_SHIP, SPBC_CLONE_AIRPLANE = ::SPBC_CLONE_AIRPLANE, SPBC_DEMOLISH = ::SPBC_DEMOLISH, SPBC_LOWERLAND = ::SPBC_LOWERLAND, SPBC_RAISELAND = ::SPBC_RAISELAND, SPBC_PICKSTATION = ::SPBC_PICKSTATION, SPBC_BUILDSIGNALS = ::SPBC_BUILDSIGNALS, }; /** * Colour codes usable for story page button elements. * Place a colour value in the lowest 8 bits of the \c reference parameter to the button. */ enum StoryPageButtonColour { SPBC_DARK_BLUE = ::COLOUR_DARK_BLUE, SPBC_PALE_GREEN = ::COLOUR_PALE_GREEN, SPBC_PINK = ::COLOUR_PINK, SPBC_YELLOW = ::COLOUR_YELLOW, SPBC_RED = ::COLOUR_RED, SPBC_LIGHT_BLUE = ::COLOUR_LIGHT_BLUE, SPBC_GREEN = ::COLOUR_GREEN, SPBC_DARK_GREEN = ::COLOUR_DARK_GREEN, SPBC_BLUE = ::COLOUR_BLUE, SPBC_CREAM = ::COLOUR_CREAM, SPBC_MAUVE = ::COLOUR_MAUVE, SPBC_PURPLE = ::COLOUR_PURPLE, SPBC_ORANGE = ::COLOUR_ORANGE, SPBC_BROWN = ::COLOUR_BROWN, SPBC_GREY = ::COLOUR_GREY, SPBC_WHITE = ::COLOUR_WHITE, }; /** * Check whether this is a valid story page ID. * @param story_page_id The StoryPageID to check. * @return True if and only if this story page is valid. */ static bool IsValidStoryPage(StoryPageID story_page_id); /** * Check whether this is a valid story page element ID. * @param story_page_element_id The StoryPageElementID to check. * @return True if and only if this story page element is valid. */ static bool IsValidStoryPageElement(StoryPageElementID story_page_element_id); /** * Check whether this is a valid story page element type. * @param type The StoryPageElementType to check. * @return True if and only if this story page element type is valid. */ static bool IsValidStoryPageElementType(StoryPageElementType type); /** * Create a new story page. * @param company The company to create the story page for, or ScriptCompany::COMPANY_INVALID for all. * @param title Page title (can be either a raw string, a ScriptText object, or null). * @return The new StoryPageID, or STORY_PAGE_INVALID if it failed. * @pre ScriptCompanyMode::IsDeity(). * @pre company == COMPANY_INVALID || ResolveCompanyID(company) != COMPANY_INVALID. */ static StoryPageID New(ScriptCompany::CompanyID company, Text *title); /** * Create a new story page element. * @param story_page_id The page id of the story page which the page element should be appended to. * @param type Which page element type to create. * @param reference A reference value to the object that is referred to by some page element types. * When type is SPET_GOAL, this is the goal ID. * When type is SPET_LOCATION, this is the TileIndex. * When type is a button, this is additional parameters for the button, * use the #BuildPushButtonReference, #BuildTileButtonReference, or #BuildVehicleButtonReference functions to make the values. * @param text The body text of page elements that allow custom text. (SPET_TEXT and SPET_LOCATION) * @return The new StoryPageElementID, or STORY_PAGE_ELEMENT_INVALID if it failed. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page). * @pre IsValidStoryPageElementType(type). * @pre (type != SPET_TEXT && type != SPET_LOCATION) || (text != null && len(text) != 0). * @pre type != SPET_LOCATION || ScriptMap::IsValidTile(reference). * @pre type != SPET_GOAL || ScriptGoal::IsValidGoal(reference). * @pre if type is SPET_GOAL and story_page is a global page, then referenced goal must be global. */ static StoryPageElementID NewElement(StoryPageID story_page_id, StoryPageElementType type, SQInteger reference, Text *text); /** * Update the content of a page element * @param story_page_element_id The page id of the story page which the page element should be appended to. * @param reference A reference value to the object that is referred to by some page element types. See also NewElement. * @param text The body text of page elements that allow custom text. See also NewElement. * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page). * @pre (type != SPET_TEXT && type != SPET_LOCATION) || (text != null && len(text) != 0). * @pre type != SPET_LOCATION || ScriptMap::IsValidTile(reference). * @pre type != SPET_GOAL || ScriptGoal::IsValidGoal(reference). * @pre if type is SPET_GOAL and story_page is a global page, then referenced goal must be global. */ static bool UpdateElement(StoryPageElementID story_page_element_id, SQInteger reference, Text *text); /** * Get story page sort value. Each page has a sort value that is internally assigned and used * to sort the pages in the story book. OpenTTD maintains this number so that the sort order * is perceived. This API exist only so that you can sort ScriptStoryPageList the same order * as in GUI. You should not use this number for anything else. * @param story_page_id The story page to get the sort value of. * @return Page sort value. */ static SQInteger GetPageSortValue(StoryPageID story_page_id); /** * Get story page element sort value. Each page element has a sort value that is internally * assigned and used to sort the page elements within a page of the story book. OpenTTD * maintains this number so that the sort order is perceived. This API exist only so that * you can sort ScriptStoryPageList the same order as in GUI. You should not use this number * for anything else. * @param story_page_element_id The story page element to get the sort value of. * @return Page element sort value. */ static SQInteger GetPageElementSortValue(StoryPageElementID story_page_element_id); /** * Get the company which the page belongs to. If the page is global, * ScriptCompany::COMPANY_INVALID is returned. * @param story_page_id The story page to get the company for. * @return owner company or ScriptCompany::COMPANY_INVALID * @pre IsValidStoryPage(story_page_id). */ static ScriptCompany::CompanyID GetCompany(StoryPageID story_page_id); /** * Get the page date which is displayed at the top of each page. * @param story_page_id The story page to get the date of. * @return The date * @pre IsValidStoryPage(story_page_id). */ static ScriptDate::Date GetDate(StoryPageID story_page_id); /** * Update date of a story page. The date is shown in the top left of the page * @param story_page_id The story page to set the date for. * @param date Date to display at the top of story page or ScriptDate::DATE_INVALID to disable showing date on this page. (also, @see ScriptDate) * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page_id). */ static bool SetDate(StoryPageID story_page_id, ScriptDate::Date date); /** * Update title of a story page. The title is shown in the page selector drop down. * @param story_page_id The story page to update. * @param title Page title (can be either a raw string, a ScriptText object, or null). * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page_id). */ static bool SetTitle(StoryPageID story_page_id, Text *title); /** * Opens the Story Book if not yet open and selects the given page. * @param story_page_id The story page to update. If it is a global page, clients of all * companies are affecetd. Otherwise only the clients of the company which the page belongs * to are affected. * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page_id). */ static bool Show(StoryPageID story_page_id); /** * Remove a story page and all the page elements * associated with it. * @param story_page_id The story page to remove. * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPage(story_page_id). */ static bool Remove(StoryPageID story_page_id); /** * Removes a story page element. * @param story_page_element_id The story page element to remove. * @return True if the action succeeded. * @pre ScriptCompanyMode::IsDeity(). * @pre IsValidStoryPageElement(story_page_element_id). */ static bool RemoveElement(StoryPageElementID story_page_element_id); /** * Create a reference value for SPET_BUTTON_PUSH element parameters. * @param colour The colour for the face of the button. * @param flags The formatting and layout flags for the button. * @return A reference value usable with the #NewElement and #UpdateElement functions. */ static StoryPageButtonFormatting MakePushButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags); /** * Create a reference value for SPET_BUTTON_TILE element parameters. * @param colour The colour for the face of the button. * @param flags The formatting and layout flags for the button. * @param cursor The mouse cursor to use when the player clicks the button and the game is ready for the player to select a tile. * @return A reference value usable with the #NewElement and #UpdateElement functions. */ static StoryPageButtonFormatting MakeTileButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags, StoryPageButtonCursor cursor); /** * Create a reference value for SPET_BUTTON_VEHICLE element parameters. * @param colour The colour for the face of the button. * @param flags The formatting and layout flags for the button. * @param cursor The mouse cursor to use when the player clicks the button and the game is ready for the player to select a vehicle. * @param vehtype The type of vehicle that will be selectable, or \c VT_INVALID to allow all types. * @return A reference value usable with the #NewElement and #UpdateElement functions. */ static StoryPageButtonFormatting MakeVehicleButtonReference(StoryPageButtonColour colour, StoryPageButtonFlags flags, StoryPageButtonCursor cursor, ScriptVehicle::VehicleType vehtype); }; #endif /* SCRIPT_STORY_HPP */