mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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800ade7702
Allow more direct player-initiated interaction for Game Scripts, by letting the GS put push-buttons on storybook pages. These buttons can either trigger an immediate event, or require the player to first select a tile on the map, or a vehicle. Additionally this reworks how the storybook pages are layouted and rendered, to allow for slightly more complex layouts, and maybe speeding drawing up a bit.
187 lines
5.8 KiB
C++
187 lines
5.8 KiB
C++
/*
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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 story_base.h %StoryPage base class. */
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#ifndef STORY_BASE_H
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#define STORY_BASE_H
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#include "company_type.h"
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#include "story_type.h"
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#include "date_type.h"
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#include "gfx_type.h"
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#include "vehicle_type.h"
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#include "core/pool_type.hpp"
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typedef Pool<StoryPageElement, StoryPageElementID, 64, 64000> StoryPageElementPool;
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typedef Pool<StoryPage, StoryPageID, 64, 64000> StoryPagePool;
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extern StoryPageElementPool _story_page_element_pool;
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extern StoryPagePool _story_page_pool;
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extern uint32 _story_page_element_next_sort_value;
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extern uint32 _story_page_next_sort_value;
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/*
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* Each story page element is one of these types.
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*/
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enum StoryPageElementType : byte {
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SPET_TEXT = 0, ///< A text element.
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SPET_LOCATION, ///< An element that references a tile along with a one-line text.
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SPET_GOAL, ///< An element that references a goal.
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SPET_BUTTON_PUSH, ///< A push button that triggers an immediate event.
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SPET_BUTTON_TILE, ///< A button that allows the player to select a tile, and triggers an event with the tile.
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SPET_BUTTON_VEHICLE, ///< A button that allows the player to select a vehicle, and triggers an event wih the vehicle.
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SPET_END,
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INVALID_SPET = 0xFF,
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};
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/** Define basic enum properties */
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template <> struct EnumPropsT<StoryPageElementType> : MakeEnumPropsT<StoryPageElementType, byte, SPET_TEXT, SPET_END, INVALID_SPET, 8> {};
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/** Flags available for buttons */
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enum StoryPageButtonFlags : byte {
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SPBF_NONE = 0,
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SPBF_FLOAT_LEFT = 1 << 0,
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SPBF_FLOAT_RIGHT = 1 << 1,
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};
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DECLARE_ENUM_AS_BIT_SET(StoryPageButtonFlags)
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/** Mouse cursors usable by story page buttons. */
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enum StoryPageButtonCursor : byte {
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SPBC_MOUSE,
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SPBC_ZZZ,
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SPBC_BUOY,
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SPBC_QUERY,
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SPBC_HQ,
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SPBC_SHIP_DEPOT,
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SPBC_SIGN,
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SPBC_TREE,
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SPBC_BUY_LAND,
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SPBC_LEVEL_LAND,
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SPBC_TOWN,
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SPBC_INDUSTRY,
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SPBC_ROCKY_AREA,
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SPBC_DESERT,
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SPBC_TRANSMITTER,
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SPBC_AIRPORT,
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SPBC_DOCK,
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SPBC_CANAL,
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SPBC_LOCK,
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SPBC_RIVER,
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SPBC_AQUEDUCT,
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SPBC_BRIDGE,
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SPBC_RAIL_STATION,
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SPBC_TUNNEL_RAIL,
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SPBC_TUNNEL_ELRAIL,
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SPBC_TUNNEL_MONO,
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SPBC_TUNNEL_MAGLEV,
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SPBC_AUTORAIL,
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SPBC_AUTOELRAIL,
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SPBC_AUTOMONO,
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SPBC_AUTOMAGLEV,
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SPBC_WAYPOINT,
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SPBC_RAIL_DEPOT,
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SPBC_ELRAIL_DEPOT,
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SPBC_MONO_DEPOT,
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SPBC_MAGLEV_DEPOT,
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SPBC_CONVERT_RAIL,
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SPBC_CONVERT_ELRAIL,
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SPBC_CONVERT_MONO,
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SPBC_CONVERT_MAGLEV,
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SPBC_AUTOROAD,
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SPBC_AUTOTRAM,
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SPBC_ROAD_DEPOT,
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SPBC_BUS_STATION,
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SPBC_TRUCK_STATION,
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SPBC_ROAD_TUNNEL,
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SPBC_CLONE_TRAIN,
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SPBC_CLONE_ROADVEH,
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SPBC_CLONE_SHIP,
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SPBC_CLONE_AIRPLANE,
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SPBC_DEMOLISH,
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SPBC_LOWERLAND,
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SPBC_RAISELAND,
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SPBC_PICKSTATION,
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SPBC_BUILDSIGNALS,
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SPBC_END,
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INVALID_SPBC = 0xFF
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};
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/** Define basic enum properties */
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template <> struct EnumPropsT<StoryPageButtonCursor> : MakeEnumPropsT<StoryPageButtonCursor, byte, SPBC_MOUSE, SPBC_END, INVALID_SPBC, 8> {};
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/** Helper to construct packed "id" values for button-type StoryPageElement */
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struct StoryPageButtonData {
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uint32 referenced_id;
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void SetColour(Colours button_colour);
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void SetFlags(StoryPageButtonFlags flags);
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void SetCursor(StoryPageButtonCursor cursor);
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void SetVehicleType(VehicleType vehtype);
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Colours GetColour() const;
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StoryPageButtonFlags GetFlags() const;
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StoryPageButtonCursor GetCursor() const;
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VehicleType GetVehicleType() const;
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bool ValidateColour() const;
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bool ValidateFlags() const;
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bool ValidateCursor() const;
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bool ValidateVehicleType() const;
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};
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/**
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* Struct about story page elements.
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* Each StoryPage is composed of one or more page elements that provide
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* page content. Each element only contain one type of content.
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**/
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struct StoryPageElement : StoryPageElementPool::PoolItem<&_story_page_element_pool> {
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uint32 sort_value; ///< A number that increases for every created story page element. Used for sorting. The id of a story page element is the pool index.
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StoryPageID page; ///< Id of the page which the page element belongs to
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StoryPageElementType type; ///< Type of page element
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uint32 referenced_id; ///< Id of referenced object (location, goal etc.)
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char *text; ///< Static content text of page element
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/**
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* We need an (empty) constructor so struct isn't zeroed (as C++ standard states)
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*/
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inline StoryPageElement() { }
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/**
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* (Empty) destructor has to be defined else operator delete might be called with nullptr parameter
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*/
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inline ~StoryPageElement() { free(this->text); }
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};
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/** Struct about stories, current and completed */
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struct StoryPage : StoryPagePool::PoolItem<&_story_page_pool> {
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uint32 sort_value; ///< A number that increases for every created story page. Used for sorting. The id of a story page is the pool index.
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Date date; ///< Date when the page was created.
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CompanyID company; ///< StoryPage is for a specific company; INVALID_COMPANY if it is global
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char *title; ///< Title of story page
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/**
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* We need an (empty) constructor so struct isn't zeroed (as C++ standard states)
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*/
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inline StoryPage() { }
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/**
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* (Empty) destructor has to be defined else operator delete might be called with nullptr parameter
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*/
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inline ~StoryPage()
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{
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if (!this->CleaningPool()) {
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for (StoryPageElement *spe : StoryPageElement::Iterate()) {
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if (spe->page == this->index) delete spe;
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}
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}
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free(this->title);
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}
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};
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#endif /* STORY_BASE_H */
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