diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -32,37 +32,6 @@ bool _ignore_restrictions; -/** Names of the widgets of the dynamic place industries gui */ -enum DynamicPlaceIndustriesWidgets { - DPIW_CLOSEBOX = 0, - DPIW_CAPTION, - DPIW_MATRIX_WIDGET, - DPIW_SCROLLBAR, - DPIW_INFOPANEL, - DPIW_FUND_WIDGET, - DPIW_RESIZE_WIDGET, -}; - -/** Attached struct to the window extended data */ -struct fnd_d { - int index; ///< index of the element in the matrix - IndustryType select; ///< industry corresponding to the above index - uint16 callback_timer; ///< timer counter for callback eventual verification - bool timer_enabled; ///< timer can be used -}; -assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(fnd_d)); - -/** Helper struct holding the available industries for current situation */ -static struct IndustryData { - uint16 count; ///< How many industries are loaded - IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded - StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever) - bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever) -} _fund_gui; - -assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.text)); -assert_compile(lengthof(_fund_gui.index) == lengthof(_fund_gui.enabled)); - enum CargoSuffixType { CST_FUND, CST_VIEW, @@ -92,288 +61,19 @@ static StringID GetCargoSuffix(uint carg return STR_EMPTY; } -static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) -{ - switch (e->event) { - case WE_CREATE: { - IndustryType ind; - const IndustrySpec *indsp; - - /* Shorten the window to the equivalant of the additionnal purchase - * info coming from the callback. SO it will only be available to tis full - * height when newindistries are loaded */ - if (!_loaded_newgrf_features.has_newindustries) { - w->widget[DPIW_INFOPANEL].bottom -= 44; - w->widget[DPIW_FUND_WIDGET].bottom -= 44; - w->widget[DPIW_FUND_WIDGET].top -= 44; - w->widget[DPIW_RESIZE_WIDGET].bottom -= 44; - w->widget[DPIW_RESIZE_WIDGET].top -= 44; - w->resize.height = w->height -= 44; - } - - WP(w, fnd_d).timer_enabled = _loaded_newgrf_features.has_newindustries; - - /* Initilialize structures */ - _fund_gui.count = 0; - - for (uint i = 0; i < lengthof(_fund_gui.index); i++) { - _fund_gui.index[i] = 0xFF; - _fund_gui.text[i] = STR_NULL; - _fund_gui.enabled[i] = false; - } - - w->vscroll.cap = 8; // rows in grid, same in scroller - w->resize.step_height = 13; - - if (_game_mode == GM_EDITOR) { // give room for the Many Random "button" - _fund_gui.index[_fund_gui.count] = INVALID_INDUSTRYTYPE; - _fund_gui.count++; - WP(w, fnd_d).timer_enabled = false; - } - - /* Fill the _fund_gui structure with industries. - * The tests performed after the enabled allow to load the industries - * In the same way they are inserted by grf (if any) - */ - for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) { - indsp = GetIndustrySpec(ind); - if (indsp->enabled){ - /* Rule is that editor mode loads all industries. - * In game mode, all non raw industries are loaded too - * and raw ones are loaded only when setting allows it */ - if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue; - _fund_gui.index[_fund_gui.count] = ind; - _fund_gui.enabled[_fund_gui.count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION); - _fund_gui.count++; - } - } - - /* first indutry type is selected. - * I'll be damned if there are none available ;) */ - WP(w, fnd_d).index = 0; - WP(w, fnd_d).select = _fund_gui.index[0]; - WP(w, fnd_d).callback_timer = DAY_TICKS; - } break; - - case WE_PAINT: { - const IndustrySpec *indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select); - int x_str = w->widget[DPIW_INFOPANEL].left + 3; - int y_str = w->widget[DPIW_INFOPANEL].top + 3; - const Widget *wi = &w->widget[DPIW_INFOPANEL]; - int max_width = wi->right - wi->left - 4; - - /* Raw industries might be prospected. Show this fact by changing the string - * In Editor, you just build, while ingame, or you fund or you prospect */ - if (_game_mode == GM_EDITOR) { - /* We've chosen many random industries but no industries have been specified */ - if (indsp == NULL) _fund_gui.enabled[WP(w, fnd_d).index] = _opt.diff.number_industries != 0; - w->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY; - } else { - w->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY; - } - w->SetWidgetDisabledState(DPIW_FUND_WIDGET, !_fund_gui.enabled[WP(w, fnd_d).index]); - - SetVScrollCount(w, _fund_gui.count); - - DrawWindowWidgets(w); - - /* and now with the matrix painting */ - for (byte i = 0; i < w->vscroll.cap && ((i + w->vscroll.pos) < _fund_gui.count); i++) { - int offset = i * 13; - int x = 3; - int y = 16; - bool selected = WP(w, fnd_d).index == i + w->vscroll.pos; - - if (_fund_gui.index[i + w->vscroll.pos] == INVALID_INDUSTRYTYPE) { - DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25); - continue; - } - const IndustrySpec *indsp = GetIndustrySpec(_fund_gui.index[i + w->vscroll.pos]); - - /* Draw the name of the industry in white is selected, otherwise, in orange */ - DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25); - GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0); - GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour); - } - - if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) { - DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40); - break; - } - - if (_game_mode != GM_EDITOR) { - SetDParam(0, indsp->GetConstructionCost()); - DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width); - y_str += 11; - } - - /* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */ - StringID str = STR_4827_REQUIRES; - byte p = 0; - SetDParam(0, STR_00D0_NOTHING); - SetDParam(1, STR_EMPTY); - for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) { - if (indsp->accepts_cargo[j] == CT_INVALID) continue; - if (p > 0) str++; - SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name); - SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, WP(w, fnd_d).select, indsp)); - } - DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width); - y_str += 11; - - /* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */ - str = STR_4827_PRODUCES; - p = 0; - SetDParam(0, STR_00D0_NOTHING); - SetDParam(1, STR_EMPTY); - for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) { - if (indsp->produced_cargo[j] == CT_INVALID) continue; - if (p > 0) str++; - SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name); - SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, WP(w, fnd_d).select, indsp)); - } - DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width); - y_str += 11; - - /* Get the additional purchase info text, if it has not already been */ - if (_fund_gui.text[WP(w, fnd_d).index] == STR_NULL) { // Have i been called already? - if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called? - uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, WP(w, fnd_d).select, INVALID_TILE); - if (callback_res != CALLBACK_FAILED) { // Did it failed? - StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string - _fund_gui.text[WP(w, fnd_d).index] = newtxt; // Store it for further usage - } - } - } - - /* Draw the Additional purchase text, provided by newgrf callback, if any. - * Otherwhise, will print Nothing */ - str = _fund_gui.text[WP(w, fnd_d).index]; - if (str != STR_NULL && str != STR_UNDEFINED) { - SetDParam(0, str); - DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40); - } - } break; - - case WE_DOUBLE_CLICK: - if (e->we.click.widget != DPIW_MATRIX_WIDGET) break; - e->we.click.widget = DPIW_FUND_WIDGET; - /* Fall through */ - - case WE_CLICK: - switch (e->we.click.widget) { - case DPIW_MATRIX_WIDGET: { - const IndustrySpec *indsp; - int y = (e->we.click.pt.y - w->widget[DPIW_MATRIX_WIDGET].top) / 13 + w->vscroll.pos ; - - if (y >= 0 && y < _fund_gui.count) { // Is it within the boundaries of available data? - WP(w, fnd_d).index = y; - WP(w, fnd_d).select = _fund_gui.index[WP(w, fnd_d).index]; - indsp = (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(WP(w, fnd_d).select); - - w->SetDirty(); - - if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) || - WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) { - /* Reset the button state if going to prospecting or "build many industries" */ - w->RaiseButtons(); - ResetObjectToPlace(); - } - } - } break; - - case DPIW_FUND_WIDGET: { - if (WP(w, fnd_d).select == INVALID_INDUSTRYTYPE) { - w->HandleButtonClick(DPIW_FUND_WIDGET); - - if (GetNumTowns() == 0) { - ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0); - } else { - extern void GenerateIndustries(); - _generating_world = true; - GenerateIndustries(); - _generating_world = false; - } - } else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(WP(w, fnd_d).select)->IsRawIndustry()) { - DoCommandP(0, WP(w, fnd_d).select, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); - w->HandleButtonClick(DPIW_FUND_WIDGET); - } else { - HandlePlacePushButton(w, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL); - } - } break; - } - break; - - case WE_RESIZE: { - /* Adjust the number of items in the matrix depending of the rezise */ - w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height; - w->widget[DPIW_MATRIX_WIDGET].data = (w->vscroll.cap << 8) + 1; - } break; - - case WE_PLACE_OBJ: { - bool success = true; - /* We do not need to protect ourselves against "Random Many Industries" in this mode */ - const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select); - uint32 seed = InteractiveRandom(); - - if (_game_mode == GM_EDITOR) { - /* Show error if no town exists at all */ - if (GetNumTowns() == 0) { - SetDParam(0, indsp->name); - ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y); - return; - } - - _current_player = OWNER_NONE; - _generating_world = true; - _ignore_restrictions = true; - success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); - if (!success) { - SetDParam(0, indsp->name); - ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, e->we.place.pt.x, e->we.place.pt.y); - } - - _ignore_restrictions = false; - _generating_world = false; - } else { - success = DoCommandP(e->we.place.tile, (InteractiveRandomRange(indsp->num_table) << 16) | WP(w, fnd_d).select, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); - } - - /* If an industry has been built, just reset the cursor and the system */ - if (success) ResetObjectToPlace(); - } break; - - case WE_TICK: - if (_pause_game != 0) break; - if (!WP(w, fnd_d).timer_enabled) break; - if (--WP(w, fnd_d).callback_timer == 0) { - /* We have just passed another day. - * See if we need to update availability of currently selected industry */ - WP(w, fnd_d).callback_timer = DAY_TICKS; //restart counter - - const IndustrySpec *indsp = GetIndustrySpec(WP(w, fnd_d).select); - - if (indsp->enabled) { - bool call_back_result = CheckIfCallBackAllowsAvailability(WP(w, fnd_d).select, IACT_USERCREATION); - - /* Only if result does match the previous state would it require a redraw. */ - if (call_back_result != _fund_gui.enabled[WP(w, fnd_d).index]) { - _fund_gui.enabled[WP(w, fnd_d).index] = call_back_result; - w->SetDirty(); - } - } - } - break; - - case WE_TIMEOUT: - case WE_ABORT_PLACE_OBJ: - w->RaiseButtons(); - break; - } -} +/** Names of the widgets of the dynamic place industries gui */ +enum DynamicPlaceIndustriesWidgets { + DPIW_CLOSEBOX = 0, + DPIW_CAPTION, + DPIW_MATRIX_WIDGET, + DPIW_SCROLLBAR, + DPIW_INFOPANEL, + DPIW_FUND_WIDGET, + DPIW_RESIZE_WIDGET, +}; /** Widget definition of the dynamic place industries gui */ -static const Widget _build_dynamic_industry_widgets[] = { +static const Widget _build_industry_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, 7, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // DPIW_CLOSEBOX { WWT_CAPTION, RESIZE_RIGHT, 7, 11, 169, 0, 13, STR_0314_FUND_NEW_INDUSTRY, STR_018C_WINDOW_TITLE_DRAG_THIS}, // DPIW_CAPTION { WWT_MATRIX, RESIZE_RB, 7, 0, 157, 14, 118, 0x801, STR_INDUSTRY_SELECTION_HINT}, // DPIW_MATRIX_WIDGET @@ -385,18 +85,318 @@ static const Widget _build_dynamic_indus }; /** Window definition of the dynamic place industries gui */ -static const WindowDesc _build_industry_dynamic_desc = { +static const WindowDesc _build_industry_desc = { WDP_AUTO, WDP_AUTO, 170, 212, 170, 212, WC_BUILD_INDUSTRY, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_RESIZABLE, - _build_dynamic_industry_widgets, - BuildDynamicIndustryWndProc, + _build_industry_widgets, + NULL, +}; + +class BuildIndustryWindow : public Window { + int selected_index; ///< index of the element in the matrix + IndustryType selected_type; ///< industry corresponding to the above index + uint16 callback_timer; ///< timer counter for callback eventual verification + bool timer_enabled; ///< timer can be used + uint16 count; ///< How many industries are loaded + IndustryType index[NUM_INDUSTRYTYPES + 1]; ///< Type of industry, in the order it was loaded + StringID text[NUM_INDUSTRYTYPES + 1]; ///< Text coming from CBM_IND_FUND_MORE_TEXT (if ever) + bool enabled[NUM_INDUSTRYTYPES + 1]; ///< availability state, coming from CBID_INDUSTRY_AVAILABLE (if ever) + +public: + BuildIndustryWindow() : Window(&_build_industry_desc) + { + IndustryType ind; + const IndustrySpec *indsp; + + /* Shorten the window to the equivalant of the additionnal purchase + * info coming from the callback. SO it will only be available to tis full + * height when newindistries are loaded */ + if (!_loaded_newgrf_features.has_newindustries) { + this->widget[DPIW_INFOPANEL].bottom -= 44; + this->widget[DPIW_FUND_WIDGET].bottom -= 44; + this->widget[DPIW_FUND_WIDGET].top -= 44; + this->widget[DPIW_RESIZE_WIDGET].bottom -= 44; + this->widget[DPIW_RESIZE_WIDGET].top -= 44; + this->resize.height = this->height -= 44; + } + + this->timer_enabled = _loaded_newgrf_features.has_newindustries; + + /* Initialize structures */ + this->count = 0; + + for (uint i = 0; i < lengthof(this->index); i++) { + this->index[i] = 0xFF; + this->text[i] = STR_NULL; + this->enabled[i] = false; + } + + this->vscroll.cap = 8; // rows in grid, same in scroller + this->resize.step_height = 13; + + if (_game_mode == GM_EDITOR) { // give room for the Many Random "button" + this->index[this->count] = INVALID_INDUSTRYTYPE; + this->count++; + this->timer_enabled = false; + } + + /* Fill the _fund_gui structure with industries. + * The tests performed after the enabled allow to load the industries + * In the same way they are inserted by grf (if any) + */ + for (ind = 0; ind < NUM_INDUSTRYTYPES; ind++) { + indsp = GetIndustrySpec(ind); + if (indsp->enabled){ + /* Rule is that editor mode loads all industries. + * In game mode, all non raw industries are loaded too + * and raw ones are loaded only when setting allows it */ + if (_game_mode != GM_EDITOR && indsp->IsRawIndustry() && _patches.raw_industry_construction == 0) continue; + this->index[this->count] = ind; + this->enabled[this->count] = (_game_mode == GM_EDITOR) || CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION); + this->count++; + } + } + + /* first indutry type is selected. + * I'll be damned if there are none available ;) */ + this->selected_index = 0; + this->selected_type = this->index[0]; + this->callback_timer = DAY_TICKS; + } + + virtual void OnPaint() + { + const IndustrySpec *indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type); + int x_str = this->widget[DPIW_INFOPANEL].left + 3; + int y_str = this->widget[DPIW_INFOPANEL].top + 3; + const Widget *wi = &this->widget[DPIW_INFOPANEL]; + int max_width = wi->right - wi->left - 4; + + /* Raw industries might be prospected. Show this fact by changing the string + * In Editor, you just build, while ingame, or you fund or you prospect */ + if (_game_mode == GM_EDITOR) { + /* We've chosen many random industries but no industries have been specified */ + if (indsp == NULL) this->enabled[this->selected_index] = _opt.diff.number_industries != 0; + this->widget[DPIW_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY; + } else { + this->widget[DPIW_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY; + } + this->SetWidgetDisabledState(DPIW_FUND_WIDGET, !this->enabled[this->selected_index]); + + SetVScrollCount(this, this->count); + + DrawWindowWidgets(this); + + /* and now with the matrix painting */ + for (byte i = 0; i < this->vscroll.cap && ((i + this->vscroll.pos) < this->count); i++) { + int offset = i * 13; + int x = 3; + int y = 16; + bool selected = this->selected_index == i + this->vscroll.pos; + + if (this->index[i + this->vscroll.pos] == INVALID_INDUSTRYTYPE) { + DrawStringTruncated(20, y + offset, STR_MANY_RANDOM_INDUSTRIES, selected ? TC_WHITE : TC_ORANGE, max_width - 25); + continue; + } + const IndustrySpec *indsp = GetIndustrySpec(this->index[i + this->vscroll.pos]); + + /* Draw the name of the industry in white is selected, otherwise, in orange */ + DrawStringTruncated(20, y + offset, indsp->name, selected ? TC_WHITE : TC_ORANGE, max_width - 25); + GfxFillRect(x, y + 1 + offset, x + 10, y + 7 + offset, selected ? 15 : 0); + GfxFillRect(x + 1, y + 2 + offset, x + 9, y + 6 + offset, indsp->map_colour); + } + + if (this->selected_type == INVALID_INDUSTRYTYPE) { + DrawStringMultiLine(x_str, y_str, STR_RANDOM_INDUSTRIES_TIP, max_width, wi->bottom - wi->top - 40); + return; + } + + if (_game_mode != GM_EDITOR) { + SetDParam(0, indsp->GetConstructionCost()); + DrawStringTruncated(x_str, y_str, STR_482F_COST, TC_FROMSTRING, max_width); + y_str += 11; + } + + /* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */ + StringID str = STR_4827_REQUIRES; + byte p = 0; + SetDParam(0, STR_00D0_NOTHING); + SetDParam(1, STR_EMPTY); + for (byte j = 0; j < lengthof(indsp->accepts_cargo); j++) { + if (indsp->accepts_cargo[j] == CT_INVALID) continue; + if (p > 0) str++; + SetDParam(p++, GetCargo(indsp->accepts_cargo[j])->name); + SetDParam(p++, GetCargoSuffix(j, CST_FUND, NULL, this->selected_type, indsp)); + } + DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width); + y_str += 11; + + /* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */ + str = STR_4827_PRODUCES; + p = 0; + SetDParam(0, STR_00D0_NOTHING); + SetDParam(1, STR_EMPTY); + for (byte j = 0; j < lengthof(indsp->produced_cargo); j++) { + if (indsp->produced_cargo[j] == CT_INVALID) continue; + if (p > 0) str++; + SetDParam(p++, GetCargo(indsp->produced_cargo[j])->name); + SetDParam(p++, GetCargoSuffix(j + 3, CST_FUND, NULL, this->selected_type, indsp)); + } + DrawStringTruncated(x_str, y_str, str, TC_FROMSTRING, max_width); + y_str += 11; + + /* Get the additional purchase info text, if it has not already been */ + if (this->text[this->selected_index] == STR_NULL) { // Have i been called already? + if (HasBit(indsp->callback_flags, CBM_IND_FUND_MORE_TEXT)) { // No. Can it be called? + uint16 callback_res = GetIndustryCallback(CBID_INDUSTRY_FUND_MORE_TEXT, 0, 0, NULL, this->selected_type, INVALID_TILE); + if (callback_res != CALLBACK_FAILED) { // Did it failed? + StringID newtxt = GetGRFStringID(indsp->grf_prop.grffile->grfid, 0xD000 + callback_res); // No. here's the new string + this->text[this->selected_index] = newtxt; // Store it for further usage + } + } + } + + /* Draw the Additional purchase text, provided by newgrf callback, if any. + * Otherwhise, will print Nothing */ + str = this->text[this->selected_index]; + if (str != STR_NULL && str != STR_UNDEFINED) { + SetDParam(0, str); + DrawStringMultiLine(x_str, y_str, STR_JUST_STRING, max_width, wi->bottom - wi->top - 40); + } + } + + virtual void OnDoubleClick(Point pt, int widget) + { + if (widget != DPIW_MATRIX_WIDGET) return; + this->OnClick(pt, DPIW_FUND_WIDGET); + } + + virtual void OnClick(Point pt, int widget) + { + switch (widget) { + case DPIW_MATRIX_WIDGET: { + const IndustrySpec *indsp; + int y = (pt.y - this->widget[DPIW_MATRIX_WIDGET].top) / 13 + this->vscroll.pos ; + + if (y >= 0 && y < count) { // Is it within the boundaries of available data? + this->selected_index = y; + this->selected_type = this->index[y]; + indsp = (this->selected_type == INVALID_INDUSTRYTYPE) ? NULL : GetIndustrySpec(this->selected_type); + + this->SetDirty(); + + if ((_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && indsp != NULL && indsp->IsRawIndustry()) || + this->selected_type == INVALID_INDUSTRYTYPE) { + /* Reset the button state if going to prospecting or "build many industries" */ + this->RaiseButtons(); + ResetObjectToPlace(); + } + } + } break; + + case DPIW_FUND_WIDGET: { + if (this->selected_type == INVALID_INDUSTRYTYPE) { + this->HandleButtonClick(DPIW_FUND_WIDGET); + + if (GetNumTowns() == 0) { + ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_CAN_T_GENERATE_INDUSTRIES, 0, 0); + } else { + extern void GenerateIndustries(); + _generating_world = true; + GenerateIndustries(); + _generating_world = false; + } + } else if (_game_mode != GM_EDITOR && _patches.raw_industry_construction == 2 && GetIndustrySpec(this->selected_type)->IsRawIndustry()) { + DoCommandP(0, this->selected_type, InteractiveRandom(), NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); + this->HandleButtonClick(DPIW_FUND_WIDGET); + } else { + HandlePlacePushButton(this, DPIW_FUND_WIDGET, SPR_CURSOR_INDUSTRY, VHM_RECT, NULL); + } + } break; + } + } + + virtual void OnResize(Point new_size, Point delta) + { + /* Adjust the number of items in the matrix depending of the rezise */ + this->vscroll.cap += delta.y / (int)this->resize.step_height; + this->widget[DPIW_MATRIX_WIDGET].data = (this->vscroll.cap << 8) + 1; + } + + virtual void OnPlaceObject(Point pt, TileIndex tile) + { + bool success = true; + /* We do not need to protect ourselves against "Random Many Industries" in this mode */ + const IndustrySpec *indsp = GetIndustrySpec(this->selected_type); + uint32 seed = InteractiveRandom(); + + if (_game_mode == GM_EDITOR) { + /* Show error if no town exists at all */ + if (GetNumTowns() == 0) { + SetDParam(0, indsp->name); + ShowErrorMessage(STR_0286_MUST_BUILD_TOWN_FIRST, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y); + return; + } + + _current_player = OWNER_NONE; + _generating_world = true; + _ignore_restrictions = true; + success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); + if (!success) { + SetDParam(0, indsp->name); + ShowErrorMessage(_error_message, STR_0285_CAN_T_BUILD_HERE, pt.x, pt.y); + } + + _ignore_restrictions = false; + _generating_world = false; + } else { + success = DoCommandP(tile, (InteractiveRandomRange(indsp->num_table) << 16) | this->selected_type, seed, NULL, CMD_BUILD_INDUSTRY | CMD_MSG(STR_4830_CAN_T_CONSTRUCT_THIS_INDUSTRY)); + } + + /* If an industry has been built, just reset the cursor and the system */ + if (success) ResetObjectToPlace(); + } + + virtual void OnTick() + { + if (_pause_game != 0) return; + if (!this->timer_enabled) return; + if (--this->callback_timer == 0) { + /* We have just passed another day. + * See if we need to update availability of currently selected industry */ + this->callback_timer = DAY_TICKS; //restart counter + + const IndustrySpec *indsp = GetIndustrySpec(this->selected_type); + + if (indsp->enabled) { + bool call_back_result = CheckIfCallBackAllowsAvailability(this->selected_type, IACT_USERCREATION); + + /* Only if result does match the previous state would it require a redraw. */ + if (call_back_result != this->enabled[this->selected_index]) { + this->enabled[this->selected_index] = call_back_result; + this->SetDirty(); + } + } + } + } + + virtual void OnTimeout() + { + this->RaiseButtons(); + } + + virtual void OnPlaceObjectAbort() + { + this->RaiseButtons(); + } }; void ShowBuildIndustryWindow() { if (_game_mode != GM_EDITOR && !IsValidPlayer(_current_player)) return; - AllocateWindowDescFront(&_build_industry_dynamic_desc, 0); + if (BringWindowToFrontById(WC_BUILD_INDUSTRY, 0)) return; + new BuildIndustryWindow(); } static void UpdateIndustryProduction(Industry *i);