Files @ r12162:c4894f5339c3
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Location: cpp/openttd-patchpack/source/src/train_gui.cpp - annotation

rubidium
(svn r16583) -Update: the order of the language files so it's in sync with english.txt. Normally WT2 would do this, but only with activity for those languages. Now we'd like to the order to match so we can more easily spot import bugs while developing WT3.
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/* $Id$ */

/** @file train_gui.cpp GUI for trains. */

#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "command_func.h"
#include "vehicle_gui.h"
#include "train.h"
#include "newgrf_engine.h"
#include "strings_func.h"
#include "vehicle_func.h"
#include "engine_base.h"
#include "window_func.h"
#include "settings_type.h"

#include "table/sprites.h"
#include "table/strings.h"

void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (!success) return;

	/* find a locomotive in the depot. */
	const Vehicle *found = NULL;
	const Train *t;
	FOR_ALL_TRAINS(t) {
		if (IsFrontEngine(t) && t->tile == tile &&
				t->track == TRACK_BIT_DEPOT) {
			if (found != NULL) return; // must be exactly one.
			found = t;
		}
	}

	/* if we found a loco, */
	if (found != NULL) {
		found = GetLastVehicleInChain(found);
		/* put the new wagon at the end of the loco. */
		DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, CMD_MOVE_RAIL_VEHICLE);
		InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
	}
}

void CcBuildLoco(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (!success) return;

	const Vehicle *v = Vehicle::Get(_new_vehicle_id);
	if (tile == _backup_orders_tile) {
		_backup_orders_tile = 0;
		RestoreVehicleOrders(v);
	}
	ShowVehicleViewWindow(v);
}

/**
 * Get the number of pixels for the given wagon length.
 * @param len Length measured in 1/8ths of a standard wagon.
 * @return Number of pixels across.
 */
int WagonLengthToPixels(int len)
{
	return (len * _traininfo_vehicle_width) / 8;
}

void DrawTrainImage(const Vehicle *v, int x, int y, VehicleID selection, int count, int skip)
{
	DrawPixelInfo tmp_dpi, *old_dpi;
	int dx = -(skip * 8) / _traininfo_vehicle_width;
	/* Position of highlight box */
	int highlight_l = 0;
	int highlight_r = 0;

	if (!FillDrawPixelInfo(&tmp_dpi, x - 2, y - 1, count + 1, 14)) return;

	count = (count * 8) / _traininfo_vehicle_width;

	old_dpi = _cur_dpi;
	_cur_dpi = &tmp_dpi;

	do {
		int width = Train::From(v)->tcache.cached_veh_length;

		if (dx + width > 0) {
			if (dx <= count) {
				SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
				DrawSprite(v->GetImage(DIR_W), pal, 16 + WagonLengthToPixels(dx), 7 + (is_custom_sprite(RailVehInfo(v->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
				if (v->index == selection) {
					/* Set the highlight position */
					highlight_l = WagonLengthToPixels(dx) + 1;
					highlight_r = WagonLengthToPixels(dx + width) + 1;
				} else if (_cursor.vehchain && highlight_r != 0) {
					highlight_r += WagonLengthToPixels(width);
				}
			}
		}
		dx += width;

		v = v->Next();
	} while (dx < count && v != NULL);

	if (highlight_l != highlight_r) {
		/* Draw the highlight. Now done after drawing all the engines, as
		 * the next engine after the highlight could overlap it. */
		DrawFrameRect(highlight_l, 0, highlight_r, 13, COLOUR_WHITE, FR_BORDERONLY);
	}

	_cur_dpi = old_dpi;
}

/**
 * Draw the details cargo tab for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 */
static void TrainDetailsCargoTab(const Vehicle *v, int left, int right, int y)
{
	if (v->cargo_cap != 0) {
		StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;

		if (!v->cargo.Empty()) {
			SetDParam(0, v->cargo_type);
			SetDParam(1, v->cargo.Count());
			SetDParam(2, v->cargo.Source());
			SetDParam(3, _settings_game.vehicle.freight_trains);
			str = FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_DETAILS_CARGO_FROM_MULT : STR_VEHICLE_DETAILS_CARGO_FROM;
		}
		DrawString(left, right, y, str);
	}
}

/**
 * Draw the details info tab for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 */
static void TrainDetailsInfoTab(const Vehicle *v, int left, int right, int y)
{
	if (RailVehInfo(v->engine_type)->railveh_type == RAILVEH_WAGON) {
		SetDParam(0, v->engine_type);
		SetDParam(1, v->value);
		DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_WAGON_VALUE);
	} else {
		SetDParam(0, v->engine_type);
		SetDParam(1, v->build_year);
		SetDParam(2, v->value);
		DrawString(left, right, y, STR_VEHICLE_DETAILS_TRAIN_ENGINE_BUILT_AND_VALUE);
	}
}

/**
 * Draw the details capacity tab for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 */
static void TrainDetailsCapacityTab(const Vehicle *v, int left, int right, int y)
{
	if (v->cargo_cap != 0) {
		SetDParam(0, v->cargo_type);
		SetDParam(1, v->cargo_cap);
		SetDParam(4, GetCargoSubtypeText(v));
		SetDParam(5, _settings_game.vehicle.freight_trains);
		DrawString(left, right, y, FreightWagonMult(v->cargo_type) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
	}
}

/**
 * Determines the number of lines in the train details window
 * @param veh_id Train
 * @param det_tab Selected details tab
 * @return Number of line
 */
int GetTrainDetailsWndVScroll(VehicleID veh_id, TrainDetailsWindowTabs det_tab)
{
	AcceptedCargo act_cargo;
	AcceptedCargo max_cargo;
	int num = 0;

	if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab
		memset(max_cargo, 0, sizeof(max_cargo));
		memset(act_cargo, 0, sizeof(act_cargo));

		for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
			act_cargo[v->cargo_type] += v->cargo.Count();
			max_cargo[v->cargo_type] += v->cargo_cap;
		}

		/* Set scroll-amount seperately from counting, as to not compute num double
		 * for more carriages of the same type
		 */
		for (CargoID i = 0; i < NUM_CARGO; i++) {
			if (max_cargo[i] > 0) num++; // only count carriages that the train has
		}
		num++; // needs one more because first line is description string
	} else {
		for (const Vehicle *v = Vehicle::Get(veh_id) ; v != NULL ; v = v->Next()) {
			if (!IsArticulatedPart(v) || v->cargo_cap != 0) num++;
		}
	}

	return num;
}

/**
 * Draw the details for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 * @param vscroll_pos Position of scrollbar
 * @param vscroll_cap Number of lines currently displayed
 * @param det_tab Selected details tab
 */
void DrawTrainDetails(const Vehicle *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab)
{
	/* draw the first 3 details tabs */
	if (det_tab != TDW_TAB_TOTALS) {
		const Vehicle *u = v;
		int x = 1;
		for (;;) {
			if (--vscroll_pos < 0 && vscroll_pos >= -vscroll_cap) {
				int dx = 0;

				u = v;
				do {
					SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
					DrawSprite(u->GetImage(DIR_W), pal, x + WagonLengthToPixels(4 + dx), y + 6 + (is_custom_sprite(RailVehInfo(u->engine_type)->image_index) ? _traininfo_vehicle_pitch : 0));
					dx += Train::From(u)->tcache.cached_veh_length;
					u = u->Next();
				} while (u != NULL && IsArticulatedPart(u) && u->cargo_cap == 0);

				int px = x + WagonLengthToPixels(dx) + 2;
				int py = y + 2;
				switch (det_tab) {
					default: NOT_REACHED();

					case TDW_TAB_CARGO:
						TrainDetailsCargoTab(v, px, right, py);
						break;

					case TDW_TAB_INFO:
						/* Only show name and value for the 'real' part */
						if (!IsArticulatedPart(v)) {
							TrainDetailsInfoTab(v, px, right, py);
						}
						break;

					case TDW_TAB_CAPACITY:
						TrainDetailsCapacityTab(v, px, right, py);
						break;
				}
				y += 14;

				v = u;
			} else {
				/* Move to the next line */
				do {
					v = v->Next();
				} while (v != NULL && IsArticulatedPart(v) && v->cargo_cap == 0);
			}
			if (v == NULL) return;
		}
	} else {
		AcceptedCargo act_cargo;
		AcceptedCargo max_cargo;
		Money         feeder_share = 0;

		memset(max_cargo, 0, sizeof(max_cargo));
		memset(act_cargo, 0, sizeof(act_cargo));

		for (const Vehicle *u = v; u != NULL ; u = u->Next()) {
			act_cargo[u->cargo_type] += u->cargo.Count();
			max_cargo[u->cargo_type] += u->cargo_cap;
			feeder_share             += u->cargo.FeederShare();
		}

		/* draw total cargo tab */
		DrawString(left, right, y + 2, STR_TOTAL_CAPACITY_TEXT);
		for (CargoID i = 0; i < NUM_CARGO; i++) {
			if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
				y += 14;
				SetDParam(0, i);            // {CARGO} #1
				SetDParam(1, act_cargo[i]); // {CARGO} #2
				SetDParam(2, i);            // {SHORTCARGO} #1
				SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
				SetDParam(4, _settings_game.vehicle.freight_trains);
				DrawString(left, right, y + 2, FreightWagonMult(i) > 1 ? STR_TOTAL_CAPACITY_MULT : STR_TOTAL_CAPACITY);
			}
		}
		SetDParam(0, feeder_share);
		DrawString(left, right, y + 15, STR_FEEDER_CARGO_VALUE);
	}
}