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Location: cpp/openttd-patchpack/source/src/story_base.h
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Codechange: Allow constexpr NWidgetPart construction.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 | /*
* 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 "timer/timer_game_calendar.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_t _story_page_element_next_sort_value;
extern uint32_t _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,
};
/** 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
};
/**
* Checks if a StoryPageButtonCursor value is valid.
*
* @param wc The value to check
* @return true if the given value is a valid StoryPageButtonCursor.
*/
inline bool IsValidStoryPageButtonCursor(StoryPageButtonCursor cursor)
{
return cursor < SPBC_END;
}
/** Helper to construct packed "id" values for button-type StoryPageElement */
struct StoryPageButtonData {
uint32_t 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_t 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_t referenced_id; ///< Id of referenced object (location, goal etc.)
std::string 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() { }
};
/** Struct about stories, current and completed */
struct StoryPage : StoryPagePool::PoolItem<&_story_page_pool> {
uint32_t sort_value; ///< A number that increases for every created story page. Used for sorting. The id of a story page is the pool index.
TimerGameCalendar::Date date; ///< Date when the page was created.
CompanyID company; ///< StoryPage is for a specific company; INVALID_COMPANY if it is global
std::string 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;
}
}
}
};
#endif /* STORY_BASE_H */
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