mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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316 lines
9.6 KiB
C++
316 lines
9.6 KiB
C++
/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file train_gui.cpp GUI for trains. */
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#include "stdafx.h"
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#include "window_gui.h"
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#include "gfx_func.h"
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#include "command_func.h"
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#include "vehicle_gui.h"
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#include "train.h"
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#include "strings_func.h"
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#include "vehicle_func.h"
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#include "engine_base.h"
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#include "window_func.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (!success) return;
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/* find a locomotive in the depot. */
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const Vehicle *found = NULL;
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const Train *t;
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FOR_ALL_TRAINS(t) {
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if (t->IsFrontEngine() && t->tile == tile &&
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t->track == TRACK_BIT_DEPOT) {
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if (found != NULL) return; // must be exactly one.
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found = t;
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}
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}
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/* if we found a loco, */
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if (found != NULL) {
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found = found->Last();
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/* put the new wagon at the end of the loco. */
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DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, CMD_MOVE_RAIL_VEHICLE);
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InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
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}
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}
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void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (!success) return;
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const Vehicle *v = Vehicle::Get(_new_vehicle_id);
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if (tile == _backup_orders_tile) {
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_backup_orders_tile = 0;
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RestoreVehicleOrders(v);
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}
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ShowVehicleViewWindow(v);
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}
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/**
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* Draws an image of a whole train
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* @param v Front vehicle
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* @param left The minimum horizontal position
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* @param right The maximum horizontal position
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* @param y Vertical position to draw at
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* @param selection Selected vehicle to draw a frame around
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* @param skip Number of pixels to skip at the front (for scrolling)
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*/
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void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, int skip)
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{
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bool rtl = _dynlang.text_dir == TD_RTL;
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Direction dir = rtl ? DIR_E : DIR_W;
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DrawPixelInfo tmp_dpi, *old_dpi;
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/* Position of highlight box */
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int highlight_l = 0;
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int highlight_r = 0;
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int max_width = right - left + 1;
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if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, 14)) return;
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old_dpi = _cur_dpi;
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_cur_dpi = &tmp_dpi;
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int px = rtl ? max_width + skip : -skip;
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bool sel_articulated = false;
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for (; v != NULL && (rtl ? px > 0 : px < max_width); v = v->Next()) {
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Point offset;
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int width = Train::From(v)->GetDisplayImageWidth(&offset);
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if (rtl ? px + width > 0 : px - width < max_width) {
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SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
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DrawSprite(v->GetImage(dir), pal, px + (rtl ? -offset.x : offset.x), 7 + offset.y);
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}
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if (!v->IsArticulatedPart()) sel_articulated = false;
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if (v->index == selection) {
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/* Set the highlight position */
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highlight_l = rtl ? px - width + 1 : px + 1;
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highlight_r = rtl ? px + 1 : px + width + 1;
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sel_articulated = true;
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} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
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if (rtl) {
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highlight_r += width;
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} else {
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highlight_l -= width;
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}
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}
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px += rtl ? -width : width;
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}
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if (highlight_l != highlight_r) {
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/* Draw the highlight. Now done after drawing all the engines, as
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* the next engine after the highlight could overlap it. */
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DrawFrameRect(highlight_l, 0, highlight_r, 13, COLOUR_WHITE, FR_BORDERONLY);
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}
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_cur_dpi = old_dpi;
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}
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/**
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* Draw the details cargo tab for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsCargoTab(const Vehicle *v, int left, int right, int y)
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{
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if (v->cargo_cap != 0) {
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StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;
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if (!v->cargo.Empty()) {
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SetDParam(0, v->cargo_type);
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SetDParam(1, v->cargo.Count());
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SetDParam(2, v->cargo.Source());
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SetDParam(3, _settings_game.vehicle.freight_trains);
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str = FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM;
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}
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DrawString(left, right, y, str);
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}
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}
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/**
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* Draw the details info tab for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
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{
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if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
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SetDParam(0, v->engine_type);
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SetDParam(1, v->value);
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE);
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} else {
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SetDParam(0, v->engine_type);
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SetDParam(1, v->build_year);
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SetDParam(2, v->value);
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE);
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}
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}
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/**
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* Draw the details capacity tab for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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*/
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static void TrainDetailsCapacityTab(const Vehicle *v, int left, int right, int y)
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{
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if (v->cargo_cap != 0) {
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SetDParam(0, v->cargo_type);
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SetDParam(1, v->cargo_cap);
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SetDParam(4, GetCargoSubtypeText(v));
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SetDParam(5, _settings_game.vehicle.freight_trains);
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DrawString(left, right, y, FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
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}
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}
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/**
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* Determines the number of lines in the train details window
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* @param veh_id Train
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* @param det_tab Selected details tab
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* @return Number of line
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*/
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int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab)
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{
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int num = 0;
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if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab
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CargoArray act_cargo;
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CargoArray max_cargo;
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for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
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act_cargo[v->cargo_type] += v->cargo.Count();
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max_cargo[v->cargo_type] += v->cargo_cap;
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}
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/* Set scroll-amount seperately from counting, as to not compute num double
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* for more carriages of the same type
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*/
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for (CargoID i = 0; i < NUM_CARGO; i++) {
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if (max_cargo[i] > 0) num++; // only count carriages that the train has
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}
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num++; // needs one more because first line is description string
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} else {
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for (const Train *v = Train::Get(veh_id) ; v != NULL ; v = v->Next()) {
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if (!v->IsArticulatedPart() || v->cargo_cap != 0) num++;
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}
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}
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return num;
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}
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/**
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* Draw the details for the given vehicle at the given position
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*
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* @param v current vehicle
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* @param left The left most coordinate to draw
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* @param right The right most coordinate to draw
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* @param y The y coordinate
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* @param vscroll_pos Position of scrollbar
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* @param vscroll_cap Number of lines currently displayed
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* @param det_tab Selected details tab
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*/
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void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab)
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{
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/* draw the first 3 details tabs */
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if (det_tab != TDW_TAB_TOTALS) {
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const Train *u = v;
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int x = 1;
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for (;;) {
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if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) {
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int px = x;
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u = v;
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do {
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Point offset;
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int width = u->GetDisplayImageWidth(&offset);
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SpriteID pal = (u->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(u);
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DrawSprite(u->GetImage(DIR_W), pal, px + offset.x, y + 4 + offset.y);
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px += width;
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u = u->Next();
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} while (u != NULL && u->IsArticulatedPart() && u->cargo_cap == 0);
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px += 2;
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int py = y;
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switch (det_tab) {
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default: NOT_REACHED();
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case TDW_TAB_CARGO:
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TrainDetailsCargoTab(v, px, right, py);
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break;
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case TDW_TAB_INFO:
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/* Only show name and value for the 'real' part */
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if (!v->IsArticulatedPart()) {
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TrainDetailsInfoTab(v, px, right, py);
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}
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break;
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case TDW_TAB_CAPACITY:
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TrainDetailsCapacityTab(v, px, right, py);
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break;
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}
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y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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v = u;
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} else {
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/* Move to the next line */
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do {
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v = v->Next();
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} while (v != NULL && v->IsArticulatedPart() && v->cargo_cap == 0);
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}
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if (v == NULL) return;
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}
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} else {
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CargoArray act_cargo;
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CargoArray max_cargo;
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Money feeder_share = 0;
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for (const Vehicle *u = v; u != NULL ; u = u->Next()) {
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act_cargo[u->cargo_type] += u->cargo.Count();
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max_cargo[u->cargo_type] += u->cargo_cap;
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feeder_share += u->cargo.FeederShare();
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}
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/* draw total cargo tab */
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DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT);
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y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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for (CargoID i = 0; i < NUM_CARGO; i++) {
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if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
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SetDParam(0, i); // {CARGO} #1
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SetDParam(1, act_cargo[i]); // {CARGO} #2
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SetDParam(2, i); // {SHORTCARGO} #1
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SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
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SetDParam(4, _settings_game.vehicle.freight_trains);
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DrawString(left, right, y, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY);
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y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
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}
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}
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SetDParam(0, feeder_share);
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DrawString(left, right, y, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE);
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}
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}
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