Files @ r12294:7f9f5ab6fe85
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Location: cpp/openttd-patchpack/source/src/train_gui.cpp

rubidium
(svn r16721) -Codechange: make Is/SetRoadVehicleFront, Is/Set/HasArticulatedPart member of RoadVehicle.
/* $Id$ */

/** @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 (t->IsFrontEngine() && 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)
{
	int num = 0;

	if (det_tab == TDW_TAB_TOTALS) { // Total cargo tab
		CargoArray act_cargo;
		CargoArray max_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 Train *v = Train::Get(veh_id) ; v != NULL ; v = v->Next()) {
			if (!v->IsArticulatedPart() || 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 Train *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 Train *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 && u->IsArticulatedPart() && 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 (!v->IsArticulatedPart()) {
							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 && v->IsArticulatedPart() && v->cargo_cap == 0);
			}
			if (v == NULL) return;
		}
	} else {
		CargoArray act_cargo;
		CargoArray max_cargo;
		Money feeder_share = 0;

		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);
	}
}