mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r13036) -Codechange: make a class of the BuildIndustry Window.
This commit is contained in:
parent
c32559ac12
commit
356473efa5
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@ -32,37 +32,6 @@
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bool _ignore_restrictions;
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/** Names of the widgets of the dynamic place industries gui */
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enum DynamicPlaceIndustriesWidgets {
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DPIW_CLOSEBOX = 0,
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DPIW_CAPTION,
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DPIW_MATRIX_WIDGET,
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DPIW_SCROLLBAR,
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DPIW_INFOPANEL,
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DPIW_FUND_WIDGET,
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DPIW_RESIZE_WIDGET,
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};
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/** Attached struct to the window extended data */
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struct fnd_d {
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int index; ///< index of the element in the matrix
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IndustryType select; ///< industry corresponding to the above index
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uint16 callback_timer; ///< timer counter for callback eventual verification
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bool timer_enabled; ///< timer can be used
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};
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assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(fnd_d));
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/** Helper struct holding the available industries for current situation */
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static struct IndustryData {
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uint16 count; ///< How many industries are loaded
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IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded
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StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
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bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
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} _fund_gui;
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assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.text));
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assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.enabled));
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enum CargoSuffixType {
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CST_FUND,
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CST_VIEW,
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@ -92,288 +61,19 @@ static StringID GetCargoSuffix(uint cargo, CargoSuffixType cst, Industry *ind, I
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return STR_EMPTY;
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}
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static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e)
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{
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switch (e->event) {
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case WE_CREATE: {
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IndustryType ind;
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const IndustrySpec *indsp;
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/* Shorten the window to the equivalant of the additionnal purchase
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* info coming from the callback. SO it will only be available to tis full
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* height when newindistries are loaded */
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if (!_loaded_newgrf_features.has_newindustries) {
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w->widget[DPIW_INFOPANEL].bottom -= 44;
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w->widget[DPIW_FUND_WIDGET].bottom -= 44;
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w->widget[DPIW_FUND_WIDGET].top -= 44;
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w->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
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w->widget[DPIW_RESIZE_WIDGET].top -= 44;
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w->resize.height = w->height -= 44;
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}
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WP(w, fnd_d).timer_enabled = _loaded_newgrf_features.has_newindustries;
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/* Initilialize structures */
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_fund_gui.count = 0;
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for (uint i = 0; i < lengthof(_fund_gui.index); i++) {
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_fund_gui.index[i] = 0xFF;
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_fund_gui.text[i] = STR_NULL;
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_fund_gui.enabled[i] = false;
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}
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w->vscroll.cap = 8; // rows in grid, same in scroller
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w->resize.step_height = 13;
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if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
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_fund_gui.index[_fund_gui.count] = INVALID_INDUSTRYTYPE;
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_fund_gui.count++;
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WP(w, fnd_d).timer_enabled = false;
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}
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/* Fill the _fund_gui structure with industries.
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* The tests performed after the enabled allow to load the industries
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* In the same way they are inserted by grf (if any)
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*/
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for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
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indsp = GetIndustrySpec(ind);
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if (indsp->enabled){
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/* Rule is that editor mode loads all industries.
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* In game mode, all non raw industries are loaded too
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* and raw ones are loaded only when setting allows it */
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if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
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_fund_gui.index[_fund_gui.count] = ind;
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_fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
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_fund_gui.count++;
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}
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}
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/* first indutry type is selected.
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* I'll be damned if there are none available ;) */
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WP(w, fnd_d).index = 0;
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WP(w, fnd_d).select = _fund_gui.index[0];
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WP(w, fnd_d).callback_timer = DAY_TICKS;
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} break;
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case WE_PAINT: {
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const IndustrySpec *indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
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int x_str = w->widget[DPIW_INFOPANEL].left + 3;
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int y_str = w->widget[DPIW_INFOPANEL].top + 3;
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const Widget *wi = &w->widget[DPIW_INFOPANEL];
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int max_width = wi->right - wi->left - 4;
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/* Raw industries might be prospected. Show this fact by changing the string
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* In Editor, you just build, while ingame, or you fund or you prospect */
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if (_game_mode == GM_EDITOR) {
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/* We've chosen many random industries but no industries have been specified */
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if (indsp == NULL) _fund_gui.enabled[WP(w, fnd_d).index] = _opt.diff.number_industries != 0;
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w->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
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} else {
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w->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
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}
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w->SetWidgetDisabledState(DPIW_FUND_WIDGET, !_fund_gui.enabled[WP(w, fnd_d).index]);
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SetVScrollCount(w, _fund_gui.count);
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DrawWindowWidgets(w);
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/* and now with the matrix painting */
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for (byte i = 0; i < w->vscroll.cap && ((i + w->vscroll.pos) < _fund_gui.count); i++) {
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int offset = i * 13;
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int x = 3;
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int y = 16;
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bool selected = WP(w, fnd_d).index == i + w->vscroll.pos;
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if (_fund_gui.index[i + w->vscroll.pos] == INVALID_INDUSTRYTYPE) {
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DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
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continue;
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}
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const IndustrySpec *indsp = GetIndustrySpec(_fund_gui.index[i + w->vscroll.pos]);
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/* Draw the name of the industry in white is selected, otherwise, in orange */
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DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
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GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0);
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GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour);
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}
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if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
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DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
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break;
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}
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if (_game_mode != GM_EDITOR) {
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SetDParam(0, indsp->GetConstructionCost());
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DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
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y_str += 11;
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}
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/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
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StringID str = STR_4827_REQUIRES;
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byte p = 0;
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SetDParam(0, STR_00D0_NOTHING);
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SetDParam(1, STR_EMPTY);
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for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
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if (indsp->accepts_cargo[j] == CT_INVALID) continue;
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if (p > 0) str++;
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SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
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SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
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}
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DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
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y_str += 11;
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/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
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str = STR_4827_PRODUCES;
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p = 0;
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SetDParam(0, STR_00D0_NOTHING);
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SetDParam(1, STR_EMPTY);
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for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
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if (indsp->produced_cargo[j] == CT_INVALID) continue;
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if (p > 0) str++;
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SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
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SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, WP(w, fnd_d).select, indsp));
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}
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DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
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y_str += 11;
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/* Get the additional purchase info text, if it has not already been */
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if (_fund_gui.text[WP(w, fnd_d).index] == STR_NULL) { // Have i been called already?
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if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called?
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uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, WP(w, fnd_d).select, INVALID_TILE);
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if (callback_res != CALLBACK_FAILED) { // Did it failed?
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StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string
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_fund_gui.text[WP(w, fnd_d).index] = newtxt; // Store it for further usage
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}
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}
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}
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/* Draw the Additional purchase text, provided by newgrf callback, if any.
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* Otherwhise, will print Nothing */
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str = _fund_gui.text[WP(w, fnd_d).index];
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if (str != STR_NULL && str != STR_UNDEFINED) {
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SetDParam(0, str);
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DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
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}
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} break;
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case WE_DOUBLE_CLICK:
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if (e->we.click.widget != DPIW_MATRIX_WIDGET) break;
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e->we.click.widget = DPIW_FUND_WIDGET;
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/* Fall through */
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case WE_CLICK:
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switch (e->we.click.widget) {
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case DPIW_MATRIX_WIDGET: {
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const IndustrySpec *indsp;
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int y = (e->we.click.pt.y - w->widget[DPIW_MATRIX_WIDGET].top) / 13 + w->vscroll.pos ;
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if (y >= 0 && y < _fund_gui.count) { // Is it within the boundaries of available data?
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WP(w, fnd_d).index = y;
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WP(w, fnd_d).select = _fund_gui.index[WP(w, fnd_d).index];
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indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select);
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w->SetDirty();
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if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
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WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
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/* Reset the button state if going to prospecting or "build many industries" */
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w->RaiseButtons();
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ResetObjectToPlace();
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}
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}
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} break;
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case DPIW_FUND_WIDGET: {
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if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) {
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w->HandleButtonClick(DPIW_FUND_WIDGET);
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if (GetNumTowns() == 0) {
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ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
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} else {
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extern void GenerateIndustries();
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_generating_world = true;
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GenerateIndustries();
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_generating_world = false;
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}
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} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(WP(w, fnd_d).select)->IsRawIndustry()) {
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DoCommandP(0, WP(w, fnd_d).select, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
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w->HandleButtonClick(DPIW_FUND_WIDGET);
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} else {
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HandlePlacePushButton(w, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
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}
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} break;
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}
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break;
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case WE_RESIZE: {
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/* Adjust the number of items in the matrix depending of the rezise */
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w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
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w->widget[DPIW_MATRIX_WIDGET].data = (w->vscroll.cap << 8) + 1;
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} break;
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case WE_PLACE_OBJ: {
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bool success = true;
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/* We do not need to protect ourselves against "Random Many Industries" in this mode */
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const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
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uint32 seed = InteractiveRandom();
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if (_game_mode == GM_EDITOR) {
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/* Show error if no town exists at all */
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if (GetNumTowns() == 0) {
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SetDParam(0, indsp->name);
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ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
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return;
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}
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_current_player = OWNER_NONE;
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_generating_world = true;
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_ignore_restrictions = true;
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success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
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if (!success) {
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SetDParam(0, indsp->name);
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ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y);
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}
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_ignore_restrictions = false;
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_generating_world = false;
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} else {
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success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
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}
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/* If an industry has been built, just reset the cursor and the system */
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if (success) ResetObjectToPlace();
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} break;
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case WE_TICK:
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if (_pause_game != 0) break;
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if (!WP(w, fnd_d).timer_enabled) break;
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if (--WP(w, fnd_d).callback_timer == 0) {
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/* We have just passed another day.
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* See if we need to update availability of currently selected industry */
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WP(w, fnd_d).callback_timer = DAY_TICKS; //restart counter
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const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select);
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if (indsp->enabled) {
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bool call_back_result = CheckIfCallBackAllowsAvailability(WP(w, fnd_d).select, IACT_USERCREATION);
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/* Only if result does match the previous state would it require a redraw. */
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if (call_back_result != _fund_gui.enabled[WP(w, fnd_d).index]) {
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_fund_gui.enabled[WP(w, fnd_d).index] = call_back_result;
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w->SetDirty();
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}
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}
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}
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break;
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case WE_TIMEOUT:
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case WE_ABORT_PLACE_OBJ:
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w->RaiseButtons();
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break;
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}
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}
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/** Names of the widgets of the dynamic place industries gui */
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enum DynamicPlaceIndustriesWidgets {
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DPIW_CLOSEBOX = 0,
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DPIW_CAPTION,
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DPIW_MATRIX_WIDGET,
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DPIW_SCROLLBAR,
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DPIW_INFOPANEL,
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DPIW_FUND_WIDGET,
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DPIW_RESIZE_WIDGET,
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};
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/** Widget definition of the dynamic place industries gui */
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static const Widget _build_dynamic_industry_widgets[] = {
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static const Widget _build_industry_widgets[] = {
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{ WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DPIW_CLOSEBOX
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{ WWT_CAPTION, RESIZE_RIGHT, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DPIW_CAPTION
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{ WWT_MATRIX, RESIZE_RB, 7, 0, 157, 14, 118, 0x801, STR_INDUSTRY_SELECTION_HINT}, // DPIW_MATRIX_WIDGET
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@ -385,18 +85,318 @@ static const Widget _build_dynamic_industry_widgets[] = {
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};
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/** Window definition of the dynamic place industries gui */
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static const WindowDesc _build_industry_dynamic_desc = {
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static const WindowDesc _build_industry_desc = {
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WDP_AUTO, WDP_AUTO, 170, 212, 170, 212,
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WC_BUILD_INDUSTRY, WC_NONE,
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WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_RESIZABLE,
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_build_dynamic_industry_widgets,
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BuildDynamicIndustryWndProc,
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_build_industry_widgets,
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NULL,
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};
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class BuildIndustryWindow : public Window {
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int selected_index; ///< index of the element in the matrix
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IndustryType selected_type; ///< industry corresponding to the above index
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uint16 callback_timer; ///< timer counter for callback eventual verification
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bool timer_enabled; ///< timer can be used
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uint16 count; ///< How many industries are loaded
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IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded
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StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever)
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bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever)
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public:
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BuildIndustryWindow() : Window(&_build_industry_desc)
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{
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IndustryType ind;
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const IndustrySpec *indsp;
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/* Shorten the window to the equivalant of the additionnal purchase
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* info coming from the callback. SO it will only be available to tis full
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* height when newindistries are loaded */
|
||||
if (!_loaded_newgrf_features.has_newindustries) {
|
||||
this->widget[DPIW_INFOPANEL].bottom -= 44;
|
||||
this->widget[DPIW_FUND_WIDGET].bottom -= 44;
|
||||
this->widget[DPIW_FUND_WIDGET].top -= 44;
|
||||
this->widget[DPIW_RESIZE_WIDGET].bottom -= 44;
|
||||
this->widget[DPIW_RESIZE_WIDGET].top -= 44;
|
||||
this->resize.height = this->height -= 44;
|
||||
}
|
||||
|
||||
this->timer_enabled = _loaded_newgrf_features.has_newindustries;
|
||||
|
||||
/* Initialize structures */
|
||||
this->count = 0;
|
||||
|
||||
for (uint i = 0; i < lengthof(this->index); i++) {
|
||||
this->index[i] = 0xFF;
|
||||
this->text[i] = STR_NULL;
|
||||
this->enabled[i] = false;
|
||||
}
|
||||
|
||||
this->vscroll.cap = 8; // rows in grid, same in scroller
|
||||
this->resize.step_height = 13;
|
||||
|
||||
if (_game_mode == GM_EDITOR) { // give room for the Many Random "button"
|
||||
this->index[this->count] = INVALID_INDUSTRYTYPE;
|
||||
this->count++;
|
||||
this->timer_enabled = false;
|
||||
}
|
||||
|
||||
/* Fill the _fund_gui structure with industries.
|
||||
* The tests performed after the enabled allow to load the industries
|
||||
* In the same way they are inserted by grf (if any)
|
||||
*/
|
||||
for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) {
|
||||
indsp = GetIndustrySpec(ind);
|
||||
if (indsp->enabled){
|
||||
/* Rule is that editor mode loads all industries.
|
||||
* In game mode, all non raw industries are loaded too
|
||||
* and raw ones are loaded only when setting allows it */
|
||||
if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue;
|
||||
this->index[this->count] = ind;
|
||||
this->enabled[this->count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION);
|
||||
this->count++;
|
||||
}
|
||||
}
|
||||
|
||||
/* first indutry type is selected.
|
||||
* I'll be damned if there are none available ;) */
|
||||
this->selected_index = 0;
|
||||
this->selected_type = this->index[0];
|
||||
this->callback_timer = DAY_TICKS;
|
||||
}
|
||||
|
||||
virtual void OnPaint()
|
||||
{
|
||||
const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
|
||||
int x_str = this->widget[DPIW_INFOPANEL].left + 3;
|
||||
int y_str = this->widget[DPIW_INFOPANEL].top + 3;
|
||||
const Widget *wi = &this->widget[DPIW_INFOPANEL];
|
||||
int max_width = wi->right - wi->left - 4;
|
||||
|
||||
/* Raw industries might be prospected. Show this fact by changing the string
|
||||
* In Editor, you just build, while ingame, or you fund or you prospect */
|
||||
if (_game_mode == GM_EDITOR) {
|
||||
/* We've chosen many random industries but no industries have been specified */
|
||||
if (indsp == NULL) this->enabled[this->selected_index] = _opt.diff.number_industries != 0;
|
||||
this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY;
|
||||
} else {
|
||||
this->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY;
|
||||
}
|
||||
this->SetWidgetDisabledState(DPIW_FUND_WIDGET, !this->enabled[this->selected_index]);
|
||||
|
||||
SetVScrollCount(this, this->count);
|
||||
|
||||
DrawWindowWidgets(this);
|
||||
|
||||
/* and now with the matrix painting */
|
||||
for (byte i = 0; i < this->vscroll.cap && ((i + this->vscroll.pos) < this->count); i++) {
|
||||
int offset = i * 13;
|
||||
int x = 3;
|
||||
int y = 16;
|
||||
bool selected = this->selected_index == i + this->vscroll.pos;
|
||||
|
||||
if (this->index[i + this->vscroll.pos] == INVALID_INDUSTRYTYPE) {
|
||||
DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
|
||||
continue;
|
||||
}
|
||||
const IndustrySpec *indsp = GetIndustrySpec(this->index[i + this->vscroll.pos]);
|
||||
|
||||
/* Draw the name of the industry in white is selected, otherwise, in orange */
|
||||
DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25);
|
||||
GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0);
|
||||
GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour);
|
||||
}
|
||||
|
||||
if (this->selected_type == INVALID_INDUSTRYTYPE) {
|
||||
DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_game_mode != GM_EDITOR) {
|
||||
SetDParam(0, indsp->GetConstructionCost());
|
||||
DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width);
|
||||
y_str += 11;
|
||||
}
|
||||
|
||||
/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
|
||||
StringID str = STR_4827_REQUIRES;
|
||||
byte p = 0;
|
||||
SetDParam(0, STR_00D0_NOTHING);
|
||||
SetDParam(1, STR_EMPTY);
|
||||
for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) {
|
||||
if (indsp->accepts_cargo[j] == CT_INVALID) continue;
|
||||
if (p > 0) str++;
|
||||
SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name);
|
||||
SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, this->selected_type, indsp));
|
||||
}
|
||||
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
|
||||
y_str += 11;
|
||||
|
||||
/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
|
||||
str = STR_4827_PRODUCES;
|
||||
p = 0;
|
||||
SetDParam(0, STR_00D0_NOTHING);
|
||||
SetDParam(1, STR_EMPTY);
|
||||
for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) {
|
||||
if (indsp->produced_cargo[j] == CT_INVALID) continue;
|
||||
if (p > 0) str++;
|
||||
SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name);
|
||||
SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, this->selected_type, indsp));
|
||||
}
|
||||
DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width);
|
||||
y_str += 11;
|
||||
|
||||
/* Get the additional purchase info text, if it has not already been */
|
||||
if (this->text[this->selected_index] == STR_NULL) { // Have i been called already?
|
||||
if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called?
|
||||
uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, this->selected_type, INVALID_TILE);
|
||||
if (callback_res != CALLBACK_FAILED) { // Did it failed?
|
||||
StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string
|
||||
this->text[this->selected_index] = newtxt; // Store it for further usage
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw the Additional purchase text, provided by newgrf callback, if any.
|
||||
* Otherwhise, will print Nothing */
|
||||
str = this->text[this->selected_index];
|
||||
if (str != STR_NULL && str != STR_UNDEFINED) {
|
||||
SetDParam(0, str);
|
||||
DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40);
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnDoubleClick(Point pt, int widget)
|
||||
{
|
||||
if (widget != DPIW_MATRIX_WIDGET) return;
|
||||
this->OnClick(pt, DPIW_FUND_WIDGET);
|
||||
}
|
||||
|
||||
virtual void OnClick(Point pt, int widget)
|
||||
{
|
||||
switch (widget) {
|
||||
case DPIW_MATRIX_WIDGET: {
|
||||
const IndustrySpec *indsp;
|
||||
int y = (pt.y - this->widget[DPIW_MATRIX_WIDGET].top) / 13 + this->vscroll.pos ;
|
||||
|
||||
if (y >= 0 && y < count) { // Is it within the boundaries of available data?
|
||||
this->selected_index = y;
|
||||
this->selected_type = this->index[y];
|
||||
indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type);
|
||||
|
||||
this->SetDirty();
|
||||
|
||||
if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) ||
|
||||
this->selected_type == INVALID_INDUSTRYTYPE) {
|
||||
/* Reset the button state if going to prospecting or "build many industries" */
|
||||
this->RaiseButtons();
|
||||
ResetObjectToPlace();
|
||||
}
|
||||
}
|
||||
} break;
|
||||
|
||||
case DPIW_FUND_WIDGET: {
|
||||
if (this->selected_type == INVALID_INDUSTRYTYPE) {
|
||||
this->HandleButtonClick(DPIW_FUND_WIDGET);
|
||||
|
||||
if (GetNumTowns() == 0) {
|
||||
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
|
||||
} else {
|
||||
extern void GenerateIndustries();
|
||||
_generating_world = true;
|
||||
GenerateIndustries();
|
||||
_generating_world = false;
|
||||
}
|
||||
} else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) {
|
||||
DoCommandP(0, this->selected_type, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
|
||||
this->HandleButtonClick(DPIW_FUND_WIDGET);
|
||||
} else {
|
||||
HandlePlacePushButton(this, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL);
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnResize(Point new_size, Point delta)
|
||||
{
|
||||
/* Adjust the number of items in the matrix depending of the rezise */
|
||||
this->vscroll.cap += delta.y / (int)this->resize.step_height;
|
||||
this->widget[DPIW_MATRIX_WIDGET].data = (this->vscroll.cap << 8) + 1;
|
||||
}
|
||||
|
||||
virtual void OnPlaceObject(Point pt, TileIndex tile)
|
||||
{
|
||||
bool success = true;
|
||||
/* We do not need to protect ourselves against "Random Many Industries" in this mode */
|
||||
const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
|
||||
uint32 seed = InteractiveRandom();
|
||||
|
||||
if (_game_mode == GM_EDITOR) {
|
||||
/* Show error if no town exists at all */
|
||||
if (GetNumTowns() == 0) {
|
||||
SetDParam(0, indsp->name);
|
||||
ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
|
||||
return;
|
||||
}
|
||||
|
||||
_current_player = OWNER_NONE;
|
||||
_generating_world = true;
|
||||
_ignore_restrictions = true;
|
||||
success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
|
||||
if (!success) {
|
||||
SetDParam(0, indsp->name);
|
||||
ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y);
|
||||
}
|
||||
|
||||
_ignore_restrictions = false;
|
||||
_generating_world = false;
|
||||
} else {
|
||||
success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY));
|
||||
}
|
||||
|
||||
/* If an industry has been built, just reset the cursor and the system */
|
||||
if (success) ResetObjectToPlace();
|
||||
}
|
||||
|
||||
virtual void OnTick()
|
||||
{
|
||||
if (_pause_game != 0) return;
|
||||
if (!this->timer_enabled) return;
|
||||
if (--this->callback_timer == 0) {
|
||||
/* We have just passed another day.
|
||||
* See if we need to update availability of currently selected industry */
|
||||
this->callback_timer = DAY_TICKS; //restart counter
|
||||
|
||||
const IndustrySpec *indsp = GetIndustrySpec(this->selected_type);
|
||||
|
||||
if (indsp->enabled) {
|
||||
bool call_back_result = CheckIfCallBackAllowsAvailability(this->selected_type, IACT_USERCREATION);
|
||||
|
||||
/* Only if result does match the previous state would it require a redraw. */
|
||||
if (call_back_result != this->enabled[this->selected_index]) {
|
||||
this->enabled[this->selected_index] = call_back_result;
|
||||
this->SetDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnTimeout()
|
||||
{
|
||||
this->RaiseButtons();
|
||||
}
|
||||
|
||||
virtual void OnPlaceObjectAbort()
|
||||
{
|
||||
this->RaiseButtons();
|
||||
}
|
||||
};
|
||||
|
||||
void ShowBuildIndustryWindow()
|
||||
{
|
||||
if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return;
|
||||
AllocateWindowDescFront<Window>(&_build_industry_dynamic_desc, 0);
|
||||
if (BringWindowToFrontById(WC_BUILD_INDUSTRY, 0)) return;
|
||||
new BuildIndustryWindow();
|
||||
}
|
||||
|
||||
static void UpdateIndustryProduction(Industry *i);
|
||||
|
|
Loading…
Reference in New Issue