Files
openttd/src/bridge_gui.cpp
Jonathan G Rennison 8b37e5aac2 Implement custom bridge pillar flag support
Add bridge NewGRF property to set bridge pillars
Add station NewGRF property to disallow bridge pillars

Set values for default bridges and stations
2018-11-17 19:49:05 +00:00

445 lines
16 KiB
C++

/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file bridge_gui.cpp Graphical user interface for bridge construction */
#include "stdafx.h"
#include "error.h"
#include "command_func.h"
#include "rail.h"
#include "strings_func.h"
#include "window_func.h"
#include "sound_func.h"
#include "gfx_func.h"
#include "tunnelbridge.h"
#include "sortlist_type.h"
#include "widgets/dropdown_func.h"
#include "core/geometry_func.hpp"
#include "cmd_helper.h"
#include "tunnelbridge_map.h"
#include "road_gui.h"
#include "tilehighlight_func.h"
#include "widgets/bridge_widget.h"
#include "table/strings.h"
#include "safeguards.h"
/** The type of the last built rail bridge */
static BridgeType _last_railbridge_type = 0;
/** The type of the last built road bridge */
static BridgeType _last_roadbridge_type = 0;
/**
* Carriage for the data we need if we want to build a bridge
*/
struct BuildBridgeData {
BridgeType index;
const BridgeSpec *spec;
Money cost;
};
typedef GUIList<BuildBridgeData> GUIBridgeList; ///< List of bridges, used in #BuildBridgeWindow.
/**
* Callback executed after a build Bridge CMD has been called
*
* @param result Whether the build succeeded
* @param end_tile End tile of the bridge.
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
* - p2 = (bit 8-13) - rail type or road types.
* - p2 = (bit 15-16) - transport type.
*/
void CcBuildBridge(const CommandCost &result, TileIndex end_tile, uint32 p1, uint32 p2)
{
if (result.Failed()) return;
if (_settings_client.sound.confirm) SndPlayTileFx(SND_27_BLACKSMITH_ANVIL, end_tile);
TransportType transport_type = Extract<TransportType, 15, 2>(p2);
if (transport_type == TRANSPORT_ROAD) {
DiagDirection end_direction = ReverseDiagDir(GetTunnelBridgeDirection(end_tile));
ConnectRoadToStructure(end_tile, end_direction);
DiagDirection start_direction = ReverseDiagDir(GetTunnelBridgeDirection(p1));
ConnectRoadToStructure(p1, start_direction);
}
StoreRailPlacementEndpoints(p1, end_tile, (TileX(p1) == TileX(end_tile)) ? TRACK_Y : TRACK_X, false);
}
/** Window class for handling the bridge-build GUI. */
class BuildBridgeWindow : public Window {
private:
/* Runtime saved values */
static Listing last_sorting; ///< Last setting of the sort.
/* Constants for sorting the bridges */
static const StringID sorter_names[];
static GUIBridgeList::SortFunction * const sorter_funcs[];
/* Internal variables */
TileIndex start_tile;
TileIndex end_tile;
uint32 type;
GUIBridgeList *bridges;
int bridgetext_offset; ///< Horizontal offset of the text describing the bridge properties in #WID_BBS_BRIDGE_LIST relative to the left edge.
Scrollbar *vscroll;
/** Sort the bridges by their index */
static int CDECL BridgeIndexSorter(const BuildBridgeData *a, const BuildBridgeData *b)
{
return a->index - b->index;
}
/** Sort the bridges by their price */
static int CDECL BridgePriceSorter(const BuildBridgeData *a, const BuildBridgeData *b)
{
return a->cost - b->cost;
}
/** Sort the bridges by their maximum speed */
static int CDECL BridgeSpeedSorter(const BuildBridgeData *a, const BuildBridgeData *b)
{
return a->spec->speed - b->spec->speed;
}
void BuildBridge(uint8 i)
{
switch ((TransportType)(this->type >> 15)) {
case TRANSPORT_RAIL: _last_railbridge_type = this->bridges->Get(i)->index; break;
case TRANSPORT_ROAD: _last_roadbridge_type = this->bridges->Get(i)->index; break;
default: break;
}
DoCommandP(this->end_tile, this->start_tile, this->type | this->bridges->Get(i)->index,
CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE), CcBuildBridge);
}
/** Sort the builable bridges */
void SortBridgeList()
{
this->bridges->Sort();
/* Display the current sort variant */
this->GetWidget<NWidgetCore>(WID_BBS_DROPDOWN_CRITERIA)->widget_data = this->sorter_names[this->bridges->SortType()];
/* Set the modified widgets dirty */
this->SetWidgetDirty(WID_BBS_DROPDOWN_CRITERIA);
this->SetWidgetDirty(WID_BBS_BRIDGE_LIST);
}
public:
BuildBridgeWindow(WindowDesc *desc, TileIndex start, TileIndex end, uint32 br_type, GUIBridgeList *bl) : Window(desc),
start_tile(start),
end_tile(end),
type(br_type),
bridges(bl)
{
this->CreateNestedTree();
this->vscroll = this->GetScrollbar(WID_BBS_SCROLLBAR);
/* Change the data, or the caption of the gui. Set it to road or rail, accordingly. */
this->GetWidget<NWidgetCore>(WID_BBS_CAPTION)->widget_data = (GB(this->type, 15, 2) == TRANSPORT_ROAD) ? STR_SELECT_ROAD_BRIDGE_CAPTION : STR_SELECT_RAIL_BRIDGE_CAPTION;
this->FinishInitNested(GB(br_type, 15, 2)); // Initializes 'this->bridgetext_offset'.
this->parent = FindWindowById(WC_BUILD_TOOLBAR, GB(this->type, 15, 2));
this->bridges->SetListing(this->last_sorting);
this->bridges->SetSortFuncs(this->sorter_funcs);
this->bridges->NeedResort();
this->SortBridgeList();
this->vscroll->SetCount(bl->Length());
}
~BuildBridgeWindow()
{
this->last_sorting = this->bridges->GetListing();
delete bridges;
}
virtual void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize)
{
switch (widget) {
case WID_BBS_DROPDOWN_ORDER: {
Dimension d = GetStringBoundingBox(this->GetWidget<NWidgetCore>(widget)->widget_data);
d.width += padding.width + Window::SortButtonWidth() * 2; // Doubled since the string is centred and it also looks better.
d.height += padding.height;
*size = maxdim(*size, d);
break;
}
case WID_BBS_DROPDOWN_CRITERIA: {
Dimension d = {0, 0};
for (const StringID *str = this->sorter_names; *str != INVALID_STRING_ID; str++) {
d = maxdim(d, GetStringBoundingBox(*str));
}
d.width += padding.width;
d.height += padding.height;
*size = maxdim(*size, d);
break;
}
case WID_BBS_BRIDGE_LIST: {
Dimension sprite_dim = {0, 0}; // Biggest bridge sprite dimension
Dimension text_dim = {0, 0}; // Biggest text dimension
for (int i = 0; i < (int)this->bridges->Length(); i++) {
const BridgeSpec *b = this->bridges->Get(i)->spec;
sprite_dim = maxdim(sprite_dim, GetSpriteSize(b->sprite));
SetDParam(2, this->bridges->Get(i)->cost);
SetDParam(1, b->speed);
SetDParam(0, b->material);
text_dim = maxdim(text_dim, GetStringBoundingBox(_game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_SCENEDIT_INFO : STR_SELECT_BRIDGE_INFO));
}
sprite_dim.height++; // Sprite is rendered one pixel down in the matrix field.
text_dim.height++; // Allowing the bottom row pixels to be rendered on the edge of the matrix field.
resize->height = max(sprite_dim.height, text_dim.height) + 2; // Max of both sizes + account for matrix edges.
this->bridgetext_offset = WD_MATRIX_LEFT + sprite_dim.width + 1; // Left edge of text, 1 pixel distance from the sprite.
size->width = this->bridgetext_offset + text_dim.width + WD_MATRIX_RIGHT;
size->height = 4 * resize->height; // Smallest bridge gui is 4 entries high in the matrix.
break;
}
}
}
virtual Point OnInitialPosition(int16 sm_width, int16 sm_height, int window_number)
{
/* Position the window so hopefully the first bridge from the list is under the mouse pointer. */
NWidgetBase *list = this->GetWidget<NWidgetBase>(WID_BBS_BRIDGE_LIST);
Point corner; // point of the top left corner of the window.
corner.y = Clamp(_cursor.pos.y - list->pos_y - 5, GetMainViewTop(), GetMainViewBottom() - sm_height);
corner.x = Clamp(_cursor.pos.x - list->pos_x - 5, 0, _screen.width - sm_width);
return corner;
}
virtual void DrawWidget(const Rect &r, int widget) const
{
switch (widget) {
case WID_BBS_DROPDOWN_ORDER:
this->DrawSortButtonState(widget, this->bridges->IsDescSortOrder() ? SBS_DOWN : SBS_UP);
break;
case WID_BBS_BRIDGE_LIST: {
uint y = r.top;
for (int i = this->vscroll->GetPosition(); this->vscroll->IsVisible(i) && i < (int)this->bridges->Length(); i++) {
const BridgeSpec *b = this->bridges->Get(i)->spec;
SetDParam(2, this->bridges->Get(i)->cost);
SetDParam(1, b->speed);
SetDParam(0, b->material);
DrawSprite(b->sprite, b->pal, r.left + WD_MATRIX_LEFT, y + this->resize.step_height - 1 - GetSpriteSize(b->sprite).height);
DrawStringMultiLine(r.left + this->bridgetext_offset, r.right, y + 2, y + this->resize.step_height,
_game_mode == GM_EDITOR ? STR_SELECT_BRIDGE_SCENEDIT_INFO : STR_SELECT_BRIDGE_INFO);
y += this->resize.step_height;
}
break;
}
}
}
virtual EventState OnKeyPress(WChar key, uint16 keycode)
{
const uint8 i = keycode - '1';
if (i < 9 && i < this->bridges->Length()) {
/* Build the requested bridge */
this->BuildBridge(i);
delete this;
return ES_HANDLED;
}
return ES_NOT_HANDLED;
}
virtual void OnClick(Point pt, int widget, int click_count)
{
switch (widget) {
default: break;
case WID_BBS_BRIDGE_LIST: {
uint i = this->vscroll->GetScrolledRowFromWidget(pt.y, this, WID_BBS_BRIDGE_LIST);
if (i < this->bridges->Length()) {
this->BuildBridge(i);
delete this;
}
break;
}
case WID_BBS_DROPDOWN_ORDER:
this->bridges->ToggleSortOrder();
this->SetDirty();
break;
case WID_BBS_DROPDOWN_CRITERIA:
ShowDropDownMenu(this, this->sorter_names, this->bridges->SortType(), WID_BBS_DROPDOWN_CRITERIA, 0, 0);
break;
}
}
virtual void OnDropdownSelect(int widget, int index)
{
if (widget == WID_BBS_DROPDOWN_CRITERIA && this->bridges->SortType() != index) {
this->bridges->SetSortType(index);
this->SortBridgeList();
}
}
virtual void OnResize()
{
this->vscroll->SetCapacityFromWidget(this, WID_BBS_BRIDGE_LIST);
}
};
/** Set the default sorting for the bridges */
Listing BuildBridgeWindow::last_sorting = {true, 2};
/** Available bridge sorting functions. */
GUIBridgeList::SortFunction * const BuildBridgeWindow::sorter_funcs[] = {
&BridgeIndexSorter,
&BridgePriceSorter,
&BridgeSpeedSorter
};
/** Names of the sorting functions. */
const StringID BuildBridgeWindow::sorter_names[] = {
STR_SORT_BY_NUMBER,
STR_SORT_BY_COST,
STR_SORT_BY_MAX_SPEED,
INVALID_STRING_ID
};
/** Widgets of the bridge gui. */
static const NWidgetPart _nested_build_bridge_widgets[] = {
/* Header */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
NWidget(WWT_CAPTION, COLOUR_DARK_GREEN, WID_BBS_CAPTION), SetDataTip(STR_SELECT_RAIL_BRIDGE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
NWidget(WWT_DEFSIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
NWidget(NWID_HORIZONTAL),
NWidget(NWID_VERTICAL),
/* Sort order + criteria buttons */
NWidget(NWID_HORIZONTAL),
NWidget(WWT_TEXTBTN, COLOUR_DARK_GREEN, WID_BBS_DROPDOWN_ORDER), SetFill(1, 0), SetDataTip(STR_BUTTON_SORT_BY, STR_TOOLTIP_SORT_ORDER),
NWidget(WWT_DROPDOWN, COLOUR_DARK_GREEN, WID_BBS_DROPDOWN_CRITERIA), SetFill(1, 0), SetDataTip(0x0, STR_TOOLTIP_SORT_CRITERIA),
EndContainer(),
/* Matrix. */
NWidget(WWT_MATRIX, COLOUR_DARK_GREEN, WID_BBS_BRIDGE_LIST), SetFill(1, 0), SetResize(0, 22), SetMatrixDataTip(1, 0, STR_SELECT_BRIDGE_SELECTION_TOOLTIP), SetScrollbar(WID_BBS_SCROLLBAR),
EndContainer(),
/* scrollbar + resize button */
NWidget(NWID_VERTICAL),
NWidget(NWID_VSCROLLBAR, COLOUR_DARK_GREEN, WID_BBS_SCROLLBAR),
NWidget(WWT_RESIZEBOX, COLOUR_DARK_GREEN),
EndContainer(),
EndContainer(),
};
/** Window definition for the rail bridge selection window. */
static WindowDesc _build_bridge_desc(
WDP_AUTO, "build_bridge", 200, 114,
WC_BUILD_BRIDGE, WC_BUILD_TOOLBAR,
WDF_CONSTRUCTION,
_nested_build_bridge_widgets, lengthof(_nested_build_bridge_widgets)
);
/**
* Prepare the data for the build a bridge window.
* If we can't build a bridge under the given conditions
* show an error message.
*
* @param start The start tile of the bridge
* @param end The end tile of the bridge
* @param transport_type The transport type
* @param road_rail_type The road/rail type
*/
void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transport_type, byte road_rail_type)
{
DeleteWindowByClass(WC_BUILD_BRIDGE);
/* Data type for the bridge.
* Bit 16,15 = transport type,
* 14..8 = road/rail types,
* 7..0 = type of bridge */
uint32 type = (transport_type << 15) | (road_rail_type << 8);
/* The bridge length without ramps. */
const uint bridge_len = GetTunnelBridgeLength(start, end);
/* If Ctrl is being pressed, check whether the last bridge built is available
* If so, return this bridge type. Otherwise continue normally.
* We store bridge types for each transport type, so we have to check for
* the transport type beforehand.
*/
BridgeType last_bridge_type = 0;
switch (transport_type) {
case TRANSPORT_ROAD: last_bridge_type = _last_roadbridge_type; break;
case TRANSPORT_RAIL: last_bridge_type = _last_railbridge_type; break;
default: break; // water ways and air routes don't have bridge types
}
if (_ctrl_pressed && CheckBridgeAvailability(last_bridge_type, bridge_len).Succeeded()) {
DoCommandP(end, start, type | last_bridge_type, CMD_BUILD_BRIDGE | CMD_MSG(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE), CcBuildBridge);
return;
}
/* only query bridge building possibility once, result is the same for all bridges,
* unless the result is bridge too low for station or pillars obstruct station, in which case it is bridge-type dependent.
* returns CMD_ERROR on failure, and price on success */
StringID errmsg = INVALID_STRING_ID;
CommandCost ret = DoCommand(end, start, type, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)) | DC_QUERY_COST, CMD_BUILD_BRIDGE);
const bool query_per_bridge_type = ret.Failed() && (ret.GetErrorMessage() == STR_ERROR_BRIDGE_TOO_LOW_FOR_STATION || ret.GetErrorMessage() == STR_ERROR_BRIDGE_PILLARS_OBSTRUCT_STATION);
GUIBridgeList *bl = NULL;
if (ret.Failed()) {
errmsg = ret.GetErrorMessage();
}
if (ret.Succeeded() || query_per_bridge_type) {
/* check which bridges can be built */
const uint tot_bridgedata_len = CalcBridgeLenCostFactor(bridge_len + 2);
bl = new GUIBridgeList();
Money infra_cost = 0;
switch (transport_type) {
case TRANSPORT_ROAD:
infra_cost = (bridge_len + 2) * _price[PR_BUILD_ROAD] * 2;
/* In case we add a new road type as well, we must be aware of those costs. */
if (IsBridgeTile(start)) infra_cost *= CountBits(GetRoadTypes(start) | (RoadTypes)road_rail_type);
break;
case TRANSPORT_RAIL: infra_cost = (bridge_len + 2) * RailBuildCost((RailType)road_rail_type); break;
default: break;
}
/* loop for all bridgetypes */
for (BridgeType brd_type = 0; brd_type != MAX_BRIDGES; brd_type++) {
if (CheckBridgeAvailability(brd_type, bridge_len).Succeeded()) {
/* Re-check bridge building possibility is initial bridge builindg query indicated a bridge type dependent failure */
if (query_per_bridge_type && DoCommand(end, start, type | brd_type, CommandFlagsToDCFlags(GetCommandFlags(CMD_BUILD_BRIDGE)) | DC_QUERY_COST, CMD_BUILD_BRIDGE).Failed()) continue;
/* bridge is accepted, add to list */
BuildBridgeData *item = bl->Append();
item->index = brd_type;
item->spec = GetBridgeSpec(brd_type);
/* Add to terraforming & bulldozing costs the cost of the
* bridge itself (not computed with DC_QUERY_COST) */
item->cost = ret.GetCost() + (((int64)tot_bridgedata_len * _price[PR_BUILD_BRIDGE] * item->spec->price) >> 8) + infra_cost;
}
}
}
if (bl != NULL && bl->Length() != 0) {
new BuildBridgeWindow(&_build_bridge_desc, start, end, type, bl);
} else {
delete bl;
ShowErrorMessage(STR_ERROR_CAN_T_BUILD_BRIDGE_HERE, errmsg, WL_INFO, TileX(end) * TILE_SIZE, TileY(end) * TILE_SIZE);
}
}