/* $Id$ */ /* * 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 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 "strings_func.h" #include "vehicle_func.h" #include "engine_base.h" #include "window_func.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 Train *t; FOR_ALL_TRAINS(t) { if (t->IsFrontEngine() && t->tile == tile && t->track == TRACK_BIT_DEPOT) { if (found != NULL) return; // must be exactly one. found = t; } } /* if we found a loco, */ if (found != NULL) { found = found->Last(); /* 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); } /** * Draws an image of a whole train * @param v Front vehicle * @param left The minimum horizontal position * @param right The maximum horizontal position * @param y Vertical position to draw at * @param selection Selected vehicle to draw a frame around * @param skip Number of pixels to skip at the front (for scrolling) */ void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, int skip) { DrawPixelInfo tmp_dpi, *old_dpi; /* Position of highlight box */ int highlight_l = 0; int highlight_r = 0; int max_width = right - left + 1; if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, 14)) return; old_dpi = _cur_dpi; _cur_dpi = &tmp_dpi; int px = -skip; bool sel_articulated = false; for (; v != NULL && px < max_width; v = v->Next()) { Point offset; int width = Train::From(v)->GetDisplayImageWidth(&offset); if (px + width > 0) { SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v); DrawSprite(v->GetImage(DIR_W), pal, px + offset.x, 7 + offset.y); } if (!v->IsArticulatedPart()) sel_articulated = false; if (v->index == selection) { /* Set the highlight position */ highlight_l = px + 1; highlight_r = px + width + 1; sel_articulated = true; } else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) { highlight_r += width; } px += width; } 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); } } /** * Determines the number of lines in the train details window * @param veh_id Train * @param det_tab Selected details tab * @return Number of line */ int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab) { int num = 0; if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab CargoArray act_cargo; CargoArray max_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 Train *v = Train::Get(veh_id) ; v != NULL ; v = v->Next()) { if (!v->IsArticulatedPart() || 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 * @param vscroll_pos Position of scrollbar * @param vscroll_cap Number of lines currently displayed * @param det_tab Selected details tab */ void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab) { /* draw the first 3 details tabs */ if (det_tab != TDW_TAB_TOTALS) { const Train *u = v; int x = 1; for (;;) { if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) { int px = x; u = v; do { Point offset; int width = u->GetDisplayImageWidth(&offset); SpriteID pal = (u->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(u); DrawSprite(u->GetImage(DIR_W), pal, px + offset.x, y + 4 + offset.y); px += width; u = u->Next(); } while (u != NULL && u->IsArticulatedPart() && u->cargo_cap == 0); px += 2; int py = y; switch (det_tab) { default: NOT_REACHED(); case TDW_TAB_CARGO: TrainDetailsCargoTab(v, px, right, py); break; case TDW_TAB_INFO: /* Only show name and value for the 'real' part */ if (!v->IsArticulatedPart()) { TrainDetailsInfoTab(v, px, right, py); } break; case TDW_TAB_CAPACITY: TrainDetailsCapacityTab(v, px, right, py); break; } y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM; v = u; } else { /* Move to the next line */ do { v = v->Next(); } while (v != NULL && v->IsArticulatedPart() && v->cargo_cap == 0); } if (v == NULL) return; } } else { CargoArray act_cargo; CargoArray max_cargo; Money feeder_share = 0; 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, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT); y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM; for (CargoID i = 0; i < NUM_CARGO; i++) { if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) { 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, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY); y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM; } } SetDParam(0, feeder_share); DrawString(left, right, y, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE); } }