Files @ r25754:d19207ab5c69
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Location: cpp/openttd-patchpack/source/src/story_base.h - annotation

Patric Stout
Cleanup: remove SLE_NULL and friends

We no longer need them. If you want to remove a field .. just
remove it! Because of the headers in the savegame, on loading,
it will do the right thing and skip the field.

Do remember to bump the savegame version, as otherwise older
clients can still load the game, but will reset the field you
have removed .. that might be unintentially.
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/*
 * 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 story_base.h %StoryPage base class. */

#ifndef STORY_BASE_H
#define STORY_BASE_H

#include "company_type.h"
#include "story_type.h"
#include "date_type.h"
#include "gfx_type.h"
#include "vehicle_type.h"
#include "core/pool_type.hpp"

typedef Pool<StoryPageElement, StoryPageElementID, 64, 64000> StoryPageElementPool;
typedef Pool<StoryPage, StoryPageID, 64, 64000> StoryPagePool;
extern StoryPageElementPool _story_page_element_pool;
extern StoryPagePool _story_page_pool;
extern uint32 _story_page_element_next_sort_value;
extern uint32 _story_page_next_sort_value;

/*
 * Each story page element is one of these types.
 */
enum StoryPageElementType : byte {
	SPET_TEXT = 0,       ///< A text element.
	SPET_LOCATION,       ///< An element that references a tile along with a one-line text.
	SPET_GOAL,           ///< An element that references a goal.
	SPET_BUTTON_PUSH,    ///< A push button that triggers an immediate event.
	SPET_BUTTON_TILE,    ///< A button that allows the player to select a tile, and triggers an event with the tile.
	SPET_BUTTON_VEHICLE, ///< A button that allows the player to select a vehicle, and triggers an event wih the vehicle.
	SPET_END,
	INVALID_SPET = 0xFF,
};

/** Define basic enum properties */
template <> struct EnumPropsT<StoryPageElementType> : MakeEnumPropsT<StoryPageElementType, byte, SPET_TEXT, SPET_END, INVALID_SPET, 8> {};

/** Flags available for buttons */
enum StoryPageButtonFlags : byte {
	SPBF_NONE        = 0,
	SPBF_FLOAT_LEFT  = 1 << 0,
	SPBF_FLOAT_RIGHT = 1 << 1,
};
DECLARE_ENUM_AS_BIT_SET(StoryPageButtonFlags)

/** Mouse cursors usable by story page buttons. */
enum StoryPageButtonCursor : byte {
	SPBC_MOUSE,
	SPBC_ZZZ,
	SPBC_BUOY,
	SPBC_QUERY,
	SPBC_HQ,
	SPBC_SHIP_DEPOT,
	SPBC_SIGN,
	SPBC_TREE,
	SPBC_BUY_LAND,
	SPBC_LEVEL_LAND,
	SPBC_TOWN,
	SPBC_INDUSTRY,
	SPBC_ROCKY_AREA,
	SPBC_DESERT,
	SPBC_TRANSMITTER,
	SPBC_AIRPORT,
	SPBC_DOCK,
	SPBC_CANAL,
	SPBC_LOCK,
	SPBC_RIVER,
	SPBC_AQUEDUCT,
	SPBC_BRIDGE,
	SPBC_RAIL_STATION,
	SPBC_TUNNEL_RAIL,
	SPBC_TUNNEL_ELRAIL,
	SPBC_TUNNEL_MONO,
	SPBC_TUNNEL_MAGLEV,
	SPBC_AUTORAIL,
	SPBC_AUTOELRAIL,
	SPBC_AUTOMONO,
	SPBC_AUTOMAGLEV,
	SPBC_WAYPOINT,
	SPBC_RAIL_DEPOT,
	SPBC_ELRAIL_DEPOT,
	SPBC_MONO_DEPOT,
	SPBC_MAGLEV_DEPOT,
	SPBC_CONVERT_RAIL,
	SPBC_CONVERT_ELRAIL,
	SPBC_CONVERT_MONO,
	SPBC_CONVERT_MAGLEV,
	SPBC_AUTOROAD,
	SPBC_AUTOTRAM,
	SPBC_ROAD_DEPOT,
	SPBC_BUS_STATION,
	SPBC_TRUCK_STATION,
	SPBC_ROAD_TUNNEL,
	SPBC_CLONE_TRAIN,
	SPBC_CLONE_ROADVEH,
	SPBC_CLONE_SHIP,
	SPBC_CLONE_AIRPLANE,
	SPBC_DEMOLISH,
	SPBC_LOWERLAND,
	SPBC_RAISELAND,
	SPBC_PICKSTATION,
	SPBC_BUILDSIGNALS,
	SPBC_END,
	INVALID_SPBC = 0xFF
};

/** Define basic enum properties */
template <> struct EnumPropsT<StoryPageButtonCursor> : MakeEnumPropsT<StoryPageButtonCursor, byte, SPBC_MOUSE, SPBC_END, INVALID_SPBC, 8> {};

/** Helper to construct packed "id" values for button-type StoryPageElement */
struct StoryPageButtonData {
	uint32 referenced_id;

	void SetColour(Colours button_colour);
	void SetFlags(StoryPageButtonFlags flags);
	void SetCursor(StoryPageButtonCursor cursor);
	void SetVehicleType(VehicleType vehtype);
	Colours GetColour() const;
	StoryPageButtonFlags GetFlags() const;
	StoryPageButtonCursor GetCursor() const;
	VehicleType GetVehicleType() const;
	bool ValidateColour() const;
	bool ValidateFlags() const;
	bool ValidateCursor() const;
	bool ValidateVehicleType() const;
};

/**
 * Struct about story page elements.
 * Each StoryPage is composed of one or more page elements that provide
 * page content. Each element only contain one type of content.
 **/
struct StoryPageElement : StoryPageElementPool::PoolItem<&_story_page_element_pool> {
	uint32 sort_value;         ///< A number that increases for every created story page element. Used for sorting. The id of a story page element is the pool index.
	StoryPageID page;          ///< Id of the page which the page element belongs to
	StoryPageElementType type; ///< Type of page element

	uint32 referenced_id;      ///< Id of referenced object (location, goal etc.)
	char *text;                ///< Static content text of page element

	/**
	 * We need an (empty) constructor so struct isn't zeroed (as C++ standard states)
	 */
	inline StoryPageElement() { }

	/**
	 * (Empty) destructor has to be defined else operator delete might be called with nullptr parameter
	 */
	inline ~StoryPageElement() { free(this->text); }
};

/** Struct about stories, current and completed */
struct StoryPage : StoryPagePool::PoolItem<&_story_page_pool> {
	uint32 sort_value;   ///< A number that increases for every created story page. Used for sorting. The id of a story page is the pool index.
	Date date;           ///< Date when the page was created.
	CompanyID company;   ///< StoryPage is for a specific company; INVALID_COMPANY if it is global

	char *title;         ///< Title of story page

	/**
	 * We need an (empty) constructor so struct isn't zeroed (as C++ standard states)
	 */
	inline StoryPage() { }

	/**
	 * (Empty) destructor has to be defined else operator delete might be called with nullptr parameter
	 */
	inline ~StoryPage()
	{
		if (!this->CleaningPool()) {
			for (StoryPageElement *spe : StoryPageElement::Iterate()) {
				if (spe->page == this->index) delete spe;
			}
		}
		free(this->title);
	}
};

#endif /* STORY_BASE_H */