Files @ r25958:603d75b53498
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Location: cpp/openttd-patchpack/source/src/tree_gui.cpp

Patric Stout
Doc: update multiplayer documentation with latest changes (#9552)

Although several places were fixed during the PR making the change,
not all made it in this document.

While at it, removed all kinds of Markdown warnings by an excessive
usage of spacebar in this document.
/*
 * 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 tree_gui.cpp GUIs for building trees. */

#include "stdafx.h"
#include "window_gui.h"
#include "gfx_func.h"
#include "tilehighlight_func.h"
#include "company_func.h"
#include "company_base.h"
#include "command_func.h"
#include "core/random_func.hpp"
#include "sound_func.h"
#include "strings_func.h"
#include "zoom_func.h"
#include "tree_map.h"

#include "widgets/tree_widget.h"

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

#include "safeguards.h"

void PlaceTreesRandomly();
uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);

/** Tree Sprites with their palettes */
const PalSpriteID tree_sprites[] = {
	{ 1621, PAL_NONE }, { 1635, PAL_NONE }, { 1656, PAL_NONE }, { 1579, PAL_NONE },
	{ 1607, PAL_NONE }, { 1593, PAL_NONE }, { 1614, PAL_NONE }, { 1586, PAL_NONE },
	{ 1663, PAL_NONE }, { 1677, PAL_NONE }, { 1691, PAL_NONE }, { 1705, PAL_NONE },
	{ 1711, PAL_NONE }, { 1746, PAL_NONE }, { 1753, PAL_NONE }, { 1732, PAL_NONE },
	{ 1739, PAL_NONE }, { 1718, PAL_NONE }, { 1725, PAL_NONE }, { 1760, PAL_NONE },
	{ 1838, PAL_NONE }, { 1844, PAL_NONE }, { 1866, PAL_NONE }, { 1871, PAL_NONE },
	{ 1899, PAL_NONE }, { 1935, PAL_NONE }, { 1928, PAL_NONE }, { 1915, PAL_NONE },
	{ 1887, PAL_NONE }, { 1908, PAL_NONE }, { 1824, PAL_NONE }, { 1943, PAL_NONE },
	{ 1950, PAL_NONE }, { 1957, PALETTE_TO_GREEN }, { 1964, PALETTE_TO_RED },        { 1971, PAL_NONE },
	{ 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, },  { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
};

/**
 * Calculate the maximum size of all tree sprites
 * @return Dimension of the largest tree sprite
 */
static Dimension GetMaxTreeSpriteSize()
{
	const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
	const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];

	Dimension size, this_size;
	Point offset;
	/* Avoid to use it uninitialized */
	size.width = 32; // default width - WD_FRAMERECT_LEFT
	size.height = 39; // default height - BUTTON_BOTTOM_OFFSET
	offset.x = 0;
	offset.y = 0;

	for (int i = base; i < base + count; i++) {
		if (i >= (int)lengthof(tree_sprites)) return size;
		this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
		size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
		size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
	}

	return size;
}


/**
 * The build trees window.
 */
class BuildTreesWindow : public Window
{
	/** Visual Y offset of tree root from the bottom of the tree type buttons */
	static const int BUTTON_BOTTOM_OFFSET = 7;

	enum PlantingMode {
		PM_NORMAL,
		PM_FOREST_SM,
		PM_FOREST_LG,
	};

	int tree_to_plant;  ///< Tree number to plant, \c TREE_INVALID for a random tree.
	PlantingMode mode;  ///< Current mode for planting

	/**
	 * Update the GUI and enable/disable planting to reflect selected options.
	 */
	void UpdateMode()
	{
		this->RaiseButtons();

		const int current_tree = this->tree_to_plant;

		if (this->tree_to_plant >= 0) {
			/* Activate placement */
			if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
			SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number);
			this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
		} else {
			/* Deactivate placement */
			ResetObjectToPlace();
		}

		if (this->tree_to_plant == TREE_INVALID) {
			this->LowerWidget(WID_BT_TYPE_RANDOM);
		} else if (this->tree_to_plant >= 0) {
			this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
		}

		switch (this->mode) {
			case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
			case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
			case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
			default: NOT_REACHED();
		}

		this->SetDirty();
	}

	void DoPlantForest(TileIndex tile)
	{
		TreeType treetype = (TreeType)this->tree_to_plant;
		if (this->tree_to_plant == TREE_INVALID) {
			treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
		}
		const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
		const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
		// Create tropic zones only when the tree type is selected by the user and not picked randomly.
		PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
	}

public:
	BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
	{
		this->InitNested(window_number);
		ResetObjectToPlace();

		this->LowerWidget(WID_BT_MODE_NORMAL);

		/* Show scenario editor tools in editor */
		auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
		if (_game_mode != GM_EDITOR) {
			se_tools->SetDisplayedPlane(SZSP_HORIZONTAL);
			this->ReInit();
		}
	}

	void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
	{
		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
			/* Ensure tree type buttons are sized after the largest tree type */
			Dimension d = GetMaxTreeSpriteSize();
			size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
			size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
		}
	}

	void DrawWidget(const Rect &r, int widget) const override
	{
		if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
			const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
			/* Trees "grow" in the centre on the bottom line of the buttons */
			DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
		}
	}

	void OnClick(Point pt, int widget, int click_count) override
	{
		switch (widget) {
			case WID_BT_TYPE_RANDOM: // tree of random type.
				this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
				this->UpdateMode();
				break;

			case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
				if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
				PlaceTreesRandomly();
				MarkWholeScreenDirty();
				break;

			case WID_BT_MODE_NORMAL:
				this->mode = PM_NORMAL;
				this->UpdateMode();
				break;

			case WID_BT_MODE_FOREST_SM:
				assert(_game_mode == GM_EDITOR);
				this->mode = PM_FOREST_SM;
				this->UpdateMode();
				break;

			case WID_BT_MODE_FOREST_LG:
				assert(_game_mode == GM_EDITOR);
				this->mode = PM_FOREST_LG;
				this->UpdateMode();
				break;

			default:
				if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
					const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
					this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
					this->UpdateMode();
				}
				break;
		}
	}

	void OnPlaceObject(Point pt, TileIndex tile) override
	{
		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
			VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
		} else {
			VpStartDragging(DDSP_PLANT_TREES);
		}
	}

	void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override
	{
		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
			VpSelectTilesWithMethod(pt.x, pt.y, select_method);
		} else {
			TileIndex tile = TileVirtXY(pt.x, pt.y);

			if (this->mode == PM_NORMAL) {
				DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
			} else {
				this->DoPlantForest(tile);
			}
		}
	}

	void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
	{
		if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
			DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
		}
	}

	void OnPlaceObjectAbort() override
	{
		this->tree_to_plant = -1;
		this->UpdateMode();
	}
};

/**
 * Make widgets for the current available tree types.
 * This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
 * get producing the correct result than dynamically building the widgets is.
 * @see NWidgetFunctionType
 */
static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
{
	const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
	const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];

	/* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
	const int num_columns = type_count == 9 ? 3 : 4;
	const int num_rows = CeilDiv(type_count, num_columns);
	byte cur_type = type_base;

	NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
	vstack->SetPIP(0, 1, 0);

	for (int row = 0; row < num_rows; row++) {
		NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
		hstack->SetPIP(0, 1, 0);
		vstack->Add(hstack);
		for (int col = 0; col < num_columns; col++) {
			if (cur_type > type_base + type_count) break;
			NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
			button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
			hstack->Add(button);
			*biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
			cur_type++;
		}
	}

	return vstack;
}

static const NWidgetPart _nested_build_trees_widgets[] = {
	NWidget(NWID_HORIZONTAL),
		NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
		NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
		NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
		NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
	EndContainer(),
	NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
		NWidget(NWID_VERTICAL), SetPadding(2),
			NWidgetFunction(MakeTreeTypeButtons),
			NWidget(NWID_SPACER), SetMinimalSize(0, 1),
			NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
			NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
				NWidget(NWID_VERTICAL),
					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
					NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
						NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
						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),
						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),
					EndContainer(),
					NWidget(NWID_SPACER), SetMinimalSize(0, 1),
					NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
				EndContainer(),
			EndContainer(),
		EndContainer(),
	EndContainer(),
};

static WindowDesc _build_trees_desc(
	WDP_AUTO, "build_tree", 0, 0,
	WC_BUILD_TREES, WC_NONE,
	WDF_CONSTRUCTION,
	_nested_build_trees_widgets, lengthof(_nested_build_trees_widgets)
);

void ShowBuildTreesToolbar()
{
	if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
	AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);
}