340 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			340 lines
		
	
	
		
			12 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 tree_gui.cpp GUIs for building trees. */
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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 "tilehighlight_func.h"
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#include "company_func.h"
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#include "company_base.h"
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#include "command_func.h"
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#include "core/random_func.hpp"
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#include "sound_func.h"
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#include "strings_func.h"
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#include "zoom_func.h"
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#include "tree_map.h"
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#include "viewport_func.h"
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#include "widgets/tree_widget.h"
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#include "table/sprites.h"
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#include "table/strings.h"
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#include "table/tree_land.h"
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#include "safeguards.h"
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void PlaceTreesRandomly();
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void RemoveAllTrees();
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uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
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/** Tree Sprites with their palettes */
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const PalSpriteID tree_sprites[] = {
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	{ 1621, PAL_NONE }, { 1635, PAL_NONE }, { 1656, PAL_NONE }, { 1579, PAL_NONE },
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	{ 1607, PAL_NONE }, { 1593, PAL_NONE }, { 1614, PAL_NONE }, { 1586, PAL_NONE },
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	{ 1663, PAL_NONE }, { 1677, PAL_NONE }, { 1691, PAL_NONE }, { 1705, PAL_NONE },
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	{ 1711, PAL_NONE }, { 1746, PAL_NONE }, { 1753, PAL_NONE }, { 1732, PAL_NONE },
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	{ 1739, PAL_NONE }, { 1718, PAL_NONE }, { 1725, PAL_NONE }, { 1760, PAL_NONE },
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	{ 1838, PAL_NONE }, { 1844, PAL_NONE }, { 1866, PAL_NONE }, { 1871, PAL_NONE },
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	{ 1899, PAL_NONE }, { 1935, PAL_NONE }, { 1928, PAL_NONE }, { 1915, PAL_NONE },
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	{ 1887, PAL_NONE }, { 1908, PAL_NONE }, { 1824, PAL_NONE }, { 1943, PAL_NONE },
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	{ 1950, PAL_NONE }, { 1957, PALETTE_TO_GREEN }, { 1964, PALETTE_TO_RED },        { 1971, PAL_NONE },
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	{ 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, },  { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
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};
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/**
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 * Calculate the maximum size of all tree sprites
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 * @return Dimension of the largest tree sprite
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 */
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static Dimension GetMaxTreeSpriteSize()
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{
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	const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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	const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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	Dimension size, this_size;
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	Point offset;
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	/* Avoid to use it uninitialized */
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	size.width = 32; // default width - WD_FRAMERECT_LEFT
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	size.height = 39; // default height - BUTTON_BOTTOM_OFFSET
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	offset.x = 0;
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	offset.y = 0;
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	for (int i = base; i < base + count; i++) {
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		if (i >= (int)lengthof(_tree_sprites)) return size;
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		this_size = GetSpriteSize(_tree_sprites[i].sprite, &offset);
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		size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
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		size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
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	}
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	return size;
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}
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/**
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 * The build trees window.
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 */
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class BuildTreesWindow : public Window
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{
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	/** Visual Y offset of tree root from the bottom of the tree type buttons */
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	static const int BUTTON_BOTTOM_OFFSET = 7;
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	enum PlantingMode {
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		PM_NORMAL,
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		PM_FOREST_SM,
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		PM_FOREST_LG,
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	};
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	int tree_to_plant;  ///< Tree number to plant, \c TREE_INVALID for a random tree.
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	PlantingMode mode;  ///< Current mode for planting
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	/**
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	 * Update the GUI and enable/disable planting to reflect selected options.
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	 */
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	void UpdateMode()
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	{
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		this->RaiseButtons();
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		const int current_tree = this->tree_to_plant;
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		if (this->tree_to_plant >= 0) {
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			/* Activate placement */
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			if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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			SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number);
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			this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
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		} else {
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			/* Deactivate placement */
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			ResetObjectToPlace();
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		}
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		if (this->tree_to_plant == TREE_INVALID) {
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			this->LowerWidget(WID_BT_TYPE_RANDOM);
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		} else if (this->tree_to_plant >= 0) {
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			this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
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		}
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		switch (this->mode) {
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			case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
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			case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
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			case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
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			default: NOT_REACHED();
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		}
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		this->SetDirty();
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	}
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	void DoPlantForest(TileIndex tile)
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	{
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		TreeType treetype = (TreeType)this->tree_to_plant;
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		if (this->tree_to_plant == TREE_INVALID) {
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			treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
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		}
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		const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
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		const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
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		// Create tropic zones only when the tree type is selected by the user and not picked randomly.
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		PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
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	}
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public:
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	BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
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	{
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		this->InitNested(window_number);
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		ResetObjectToPlace();
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		this->LowerWidget(WID_BT_MODE_NORMAL);
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		/* Show scenario editor tools in editor */
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		auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
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		if (_game_mode != GM_EDITOR) {
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			se_tools->SetDisplayedPlane(SZSP_HORIZONTAL);
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			this->ReInit();
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		}
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	}
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	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
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	{
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		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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			/* Ensure tree type buttons are sized after the largest tree type */
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			Dimension d = GetMaxTreeSpriteSize();
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			size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
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			size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
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		}
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	}
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	void DrawWidget(const Rect &r, int widget) const override
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	{
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		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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			const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
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			/* Trees "grow" in the centre on the bottom line of the buttons */
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			DrawSprite(tree_sprites[index].sprite, _tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
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		}
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	}
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	void OnClick(Point pt, int widget, int click_count) override
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	{
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		switch (widget) {
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			case WID_BT_TYPE_RANDOM: // tree of random type.
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				this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
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				this->UpdateMode();
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				break;
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			case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
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				if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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				PlaceTreesRandomly();
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				MarkWholeNonMapViewportsDirty();
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				break;
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			case WID_BT_REMOVE_ALL: // remove all trees over the landscape
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				if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
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				RemoveAllTrees();
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				MarkWholeNonMapViewportsDirty();
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				break;
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			case WID_BT_MODE_NORMAL:
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				this->mode = PM_NORMAL;
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				this->UpdateMode();
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				break;
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			case WID_BT_MODE_FOREST_SM:
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				assert(_game_mode == GM_EDITOR);
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				this->mode = PM_FOREST_SM;
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				this->UpdateMode();
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				break;
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			case WID_BT_MODE_FOREST_LG:
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				assert(_game_mode == GM_EDITOR);
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				this->mode = PM_FOREST_LG;
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				this->UpdateMode();
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				break;
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			default:
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				if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
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					const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
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					this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
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					this->UpdateMode();
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				}
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				break;
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		}
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	}
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	void OnPlaceObject(Point pt, TileIndex tile) override
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	{
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		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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			VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
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		} else {
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			VpStartDragging(DDSP_PLANT_TREES);
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		}
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	}
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	void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override
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	{
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		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
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			VpSelectTilesWithMethod(pt.x, pt.y, select_method);
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		} else {
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			TileIndex tile = TileVirtXY(pt.x, pt.y);
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			if (this->mode == PM_NORMAL) {
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				DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
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			} else {
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				this->DoPlantForest(tile);
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			}
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		}
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	}
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	void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
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	{
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		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
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			DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
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		}
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	}
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	void OnPlaceObjectAbort() override
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	{
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		this->tree_to_plant = -1;
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		this->UpdateMode();
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	}
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};
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/**
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 * Make widgets for the current available tree types.
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 * This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
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 * get producing the correct result than dynamically building the widgets is.
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 * @see NWidgetFunctionType
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 */
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static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
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{
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	const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
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	const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
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	/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
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	const int num_columns = type_count == 9 ? 3 : 4;
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	const int num_rows = CeilDiv(type_count, num_columns);
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	byte cur_type = type_base;
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	NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
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	vstack->SetPIP(0, 1, 0);
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	for (int row = 0; row < num_rows; row++) {
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		NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
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		hstack->SetPIP(0, 1, 0);
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		vstack->Add(hstack);
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		for (int col = 0; col < num_columns; col++) {
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			if (cur_type > type_base + type_count) break;
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			NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
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			button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
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			hstack->Add(button);
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			*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
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			cur_type++;
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		}
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	}
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	return vstack;
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}
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static const NWidgetPart _nested_build_trees_widgets[] = {
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	NWidget(NWID_HORIZONTAL),
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		NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
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		NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
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		NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
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		NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
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	EndContainer(),
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	NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
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		NWidget(NWID_VERTICAL), SetPadding(2),
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			NWidgetFunction(MakeTreeTypeButtons),
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			NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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			NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
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			NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
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				NWidget(NWID_VERTICAL),
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					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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					NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
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						NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
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						NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
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						NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
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					EndContainer(),
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					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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					NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
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					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
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					NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_REMOVE_ALL), SetDataTip(STR_TREES_REMOVE_TREES_BUTTON, STR_TREES_REMOVE_TREES_TOOLTIP),
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				EndContainer(),
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			EndContainer(),
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		EndContainer(),
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	EndContainer(),
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};
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static WindowDesc _build_trees_desc(
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	WDP_AUTO, "build_tree", 0, 0,
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	WC_BUILD_TREES, WC_NONE,
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	WDF_CONSTRUCTION,
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	_nested_build_trees_widgets, lengthof(_nested_build_trees_widgets)
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);
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void ShowBuildTreesToolbar()
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{
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	if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
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	AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);
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}
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