(svn r10353) -Fix/Feature [FS#669]: disallow (in the GUI) the building of infrastructure you do not have available vehicles for. This means that the airport building button is disabled till you can actually build aircraft. The game itself will not disallow you to build the infrastructure and this "new" behaviour can be overriden with a patch setting.

This commit is contained in:
rubidium 2007-06-27 14:15:48 +00:00
parent a775cdc03a
commit 52fbdd62a2
9 changed files with 68 additions and 10 deletions

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@ -94,16 +94,19 @@ static void BuildDocksClick_Demolish(Window *w)
static void BuildDocksClick_Depot(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(w, DTW_DEPOT, SPR_CURSOR_SHIP_DEPOT, 1, PlaceDocks_Depot)) ShowBuildDocksDepotPicker();
}
static void BuildDocksClick_Dock(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
if (HandlePlacePushButton(w, DTW_STATION, SPR_CURSOR_DOCK, 3, PlaceDocks_Dock)) ShowBuildDockStationPicker();
}
static void BuildDocksClick_Buoy(Window *w)
{
if (!CanBuildVehicleInfrastructure(VEH_SHIP)) return;
HandlePlacePushButton(w, DTW_BUOY, SPR_CURSOR_BOUY, 1, PlaceDocks_Buoy);
}
@ -124,6 +127,7 @@ static void BuildDocksToolbWndProc(Window *w, WindowEvent *e)
switch (e->event) {
case WE_PAINT:
DrawWindowWidgets(w);
SetWindowWidgetsDisabledState(w, !CanBuildVehicleInfrastructure(VEH_SHIP), 7, 8, 9, WIDGET_LIST_END);
break;
case WE_CLICK:

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@ -1115,6 +1115,7 @@ STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_FIRST :First available
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_LAST :Last available
STR_CONFIG_PATCHES_DEFAULT_RAIL_TYPE_MOST_USED :Most used
STR_CONFIG_PATCHES_ALWAYS_BUILD_INFRASTRUCTURE :{LTBLUE}Show building tools when no suitable vehicles are available: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_MAX_TRAINS :{LTBLUE}Max trains per player: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_MAX_ROADVEH :{LTBLUE}Max road vehicles per player: {ORANGE}{STRING1}
STR_CONFIG_PATCHES_MAX_AIRCRAFT :{LTBLUE}Max aircraft per player: {ORANGE}{STRING1}

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@ -1867,6 +1867,9 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
/* disable company list drop downs, if there are no companies */
SetWindowWidgetsDisabledState(w, ActivePlayerCount() == 0, 7, 8, 13, 14, 15, 16, WIDGET_LIST_END);
SetWindowWidgetDisabledState(w, 19, !CanBuildVehicleInfrastructure(VEH_TRAIN));
SetWindowWidgetDisabledState(w, 22, !CanBuildVehicleInfrastructure(VEH_AIRCRAFT));
DrawWindowWidgets(w);
break;
@ -1895,16 +1898,16 @@ static void MainToolbarWndProc(Window *w, WindowEvent *e)
case WKC_SHIFT | WKC_F4: ShowVehicleListWindow(_local_player, VEH_AIRCRAFT); break;
case WKC_SHIFT | WKC_F5: ToolbarZoomInClick(w); break;
case WKC_SHIFT | WKC_F6: ToolbarZoomOutClick(w); break;
case WKC_SHIFT | WKC_F7: ShowBuildRailToolbar(_last_built_railtype, -1); break;
case WKC_SHIFT | WKC_F7: if (CanBuildVehicleInfrastructure(VEH_TRAIN)) ShowBuildRailToolbar(_last_built_railtype, -1); break;
case WKC_SHIFT | WKC_F8: ShowBuildRoadToolbar(_last_built_roadtype); break;
case WKC_SHIFT | WKC_F9: ShowBuildDocksToolbar(); break;
case WKC_SHIFT | WKC_F10: ShowBuildAirToolbar(); break;
case WKC_SHIFT | WKC_F10: if (CanBuildVehicleInfrastructure(VEH_AIRCRAFT)) ShowBuildAirToolbar(); break;
case WKC_SHIFT | WKC_F11: ShowBuildTreesToolbar(); break;
case WKC_SHIFT | WKC_F12: ShowMusicWindow(); break;
case WKC_CTRL | 'S': MenuClickSmallScreenshot(); break;
case WKC_CTRL | 'G': MenuClickWorldScreenshot(); break;
case WKC_CTRL | WKC_ALT | 'C': if (!_networking) ShowCheatWindow(); break;
case 'A': ShowBuildRailToolbar(_last_built_railtype, 4); break; /* Invoke Autorail */
case 'A': if (CanBuildVehicleInfrastructure(VEH_TRAIN)) ShowBuildRailToolbar(_last_built_railtype, 4); break; /* Invoke Autorail */
case 'L': ShowTerraformToolbar(); break;
default: return;
}

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@ -213,19 +213,19 @@ static void BuildRoadClick_Demolish(Window *w)
static void BuildRoadClick_Depot(Window *w)
{
if (_game_mode == GM_EDITOR) return;
if (_game_mode == GM_EDITOR || !CanBuildVehicleInfrastructure(VEH_ROAD)) return;
if (HandlePlacePushButton(w, RTW_DEPOT, SPR_CURSOR_ROAD_DEPOT, 1, PlaceRoad_Depot)) ShowRoadDepotPicker();
}
static void BuildRoadClick_BusStation(Window *w)
{
if (_game_mode == GM_EDITOR) return;
if (_game_mode == GM_EDITOR || !CanBuildVehicleInfrastructure(VEH_ROAD)) return;
if (HandlePlacePushButton(w, RTW_BUS_STATION, SPR_CURSOR_BUS_STATION, 1, PlaceRoad_BusStation)) ShowRVStationPicker(RoadStop::BUS);
}
static void BuildRoadClick_TruckStation(Window *w)
{
if (_game_mode == GM_EDITOR) return;
if (_game_mode == GM_EDITOR || !CanBuildVehicleInfrastructure(VEH_ROAD)) return;
if (HandlePlacePushButton(w, RTW_TRUCK_STATION, SPR_CURSOR_TRUCK_STATION, 1, PlaceRoad_TruckStation)) ShowRVStationPicker(RoadStop::TRUCK);
}
@ -270,6 +270,7 @@ static void BuildRoadToolbWndProc(Window *w, WindowEvent *e)
if (IsWindowWidgetLowered(w, RTW_ROAD_X) || IsWindowWidgetLowered(w, RTW_ROAD_Y) || IsWindowWidgetLowered(w, RTW_BUS_STATION) || IsWindowWidgetLowered(w, RTW_TRUCK_STATION)) {
EnableWindowWidget(w, RTW_REMOVE);
}
SetWindowWidgetsDisabledState(w, !CanBuildVehicleInfrastructure(VEH_ROAD), 6, 7, 8, WIDGET_LIST_END);
DrawWindowWidgets(w);
break;

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@ -1384,10 +1384,11 @@ const SettingDesc _patch_settings[] = {
SDT_BOOL(Patches, autorenew, S, 0, false, STR_CONFIG_PATCHES_AUTORENEW_VEHICLE, EngineRenewUpdate),
SDT_VAR(Patches, autorenew_months, SLE_INT16, S, 0, 6, -12, 12, 0, STR_CONFIG_PATCHES_AUTORENEW_MONTHS, EngineRenewMonthsUpdate),
SDT_VAR(Patches, autorenew_money, SLE_UINT, S,CR,100000, 0, 2000000, 0, STR_CONFIG_PATCHES_AUTORENEW_MONEY, EngineRenewMoneyUpdate),
SDT_VAR(Patches, max_trains, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_TRAINS, NULL),
SDT_VAR(Patches, max_roadveh, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_ROADVEH, NULL),
SDT_VAR(Patches, max_aircraft, SLE_UINT16, 0, 0, 200, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_AIRCRAFT, NULL),
SDT_VAR(Patches, max_ships, SLE_UINT16, 0, 0, 300, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_SHIPS, NULL),
SDT_BOOL(Patches, always_build_infrastructure, S, 0, false, STR_CONFIG_PATCHES_ALWAYS_BUILD_INFRASTRUCTURE, RedrawScreen),
SDT_VAR(Patches, max_trains, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_TRAINS, RedrawScreen),
SDT_VAR(Patches, max_roadveh, SLE_UINT16, 0, 0, 500, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_ROADVEH, RedrawScreen),
SDT_VAR(Patches, max_aircraft, SLE_UINT16, 0, 0, 200, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_AIRCRAFT, RedrawScreen),
SDT_VAR(Patches, max_ships, SLE_UINT16, 0, 0, 300, 0, 5000, 0, STR_CONFIG_PATCHES_MAX_SHIPS, RedrawScreen),
SDT_BOOL(Patches, servint_ispercent, 0, 0, false, STR_CONFIG_PATCHES_SERVINT_ISPERCENT, CheckInterval),
SDT_VAR(Patches, servint_trains, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_TRAINS, InValidateDetailsWindow),
SDT_VAR(Patches, servint_roadveh, SLE_UINT16, 0,D0, 150, 5, 800, 0, STR_CONFIG_PATCHES_SERVINT_ROADVEH, InValidateDetailsWindow),

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@ -655,6 +655,7 @@ static const char *_patches_ui[] = {
"loading_indicators",
"timetable_in_ticks",
"default_rail_type",
"always_build_infrastructure",
};
static const char *_patches_construction[] = {

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@ -139,6 +139,7 @@ struct Patches {
uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
uint8 window_snap_radius; // Windows snap at each other if closer than this
bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it
UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more)
UnitID max_roadveh; // max trucks in game per player
UnitID max_aircraft; // max planes in game per player

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@ -2615,6 +2615,50 @@ UnitID GetFreeUnitNumber(VehicleType type)
}
/**
* Check whether we can build infrastructure for the given
* vehicle type. This to disable building stations etc. when
* you are not allowed/able to have the vehicle type yet.
* @param type the vehicle type to check this for
* @return true if there is any reason why you may build
* the infrastructure for the given vehicle type
*/
bool CanBuildVehicleInfrastructure(VehicleType type)
{
assert(IsPlayerBuildableVehicleType(type));
if (_patches.always_build_infrastructure) return true;
UnitID max;
switch (type) {
case VEH_TRAIN: max = _patches.max_trains; break;
case VEH_ROAD: max = _patches.max_roadveh; break;
case VEH_SHIP: max = _patches.max_ships; break;
case VEH_AIRCRAFT: max = _patches.max_aircraft; break;
default: NOT_REACHED();
}
/* We can build vehicle infrastructure when we may build the vehicle type */
if (max > 0) {
/* Can we actually build the vehicle type? */
EngineID e;
FOR_ALL_ENGINEIDS_OF_TYPE(e, type) {
if (HASBIT(GetEngine(e)->player_avail, _local_player)) return true;
}
return false;
}
/* We should be able to build infrastructure when we have the actual vehicle type */
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == _local_player && v->type == type) return true;
}
return false;
}
const Livery *GetEngineLivery(EngineID engine_type, PlayerID player, EngineID parent_engine_type, const Vehicle *v)
{
const Player *p = GetPlayer(player);

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@ -77,6 +77,7 @@ enum VehicleType {
VEH_END,
VEH_INVALID = 0xFF,
};
DECLARE_POSTFIX_INCREMENT(VehicleType);
template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, VEH_TRAIN, VEH_END, VEH_INVALID> {};
typedef TinyEnumT<VehicleType> VehicleTypeByte;
@ -569,6 +570,7 @@ void VehicleEnterDepot(Vehicle *v);
void InvalidateAutoreplaceWindow(EngineID e);
CommandCost MaybeReplaceVehicle(Vehicle *v, bool check, bool display_costs);
bool CanBuildVehicleInfrastructure(VehicleType type);
/* Flags to add to p2 for goto depot commands */
/* Note: bits 8-10 are used for VLW flags */