diff options
author | belugas <belugas@openttd.org> | 2007-07-19 01:47:32 +0000 |
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committer | belugas <belugas@openttd.org> | 2007-07-19 01:47:32 +0000 |
commit | 917c53603140dafe19474f0e20864b0a403539ce (patch) | |
tree | 12887853994cf0ae8b0655c638b1d28aa4163f8a /src | |
parent | e32c72e35ab0dabe19feb354c2529be81adcf483 (diff) | |
download | openttd-917c53603140dafe19474f0e20864b0a403539ce.tar.xz |
(svn r10622) -Feature: Introduction of the CBID_INDUSTRY_AVAILABLE's handling, in fund industry window.
In order to stay as much consistent with the specs, the fund window will perform (if required) the callback every game-day. TTDPatch performs the same call every second, but after discussions with Csaboka, we agreed that it was not required to be that intensive. So a game-day is plenty enough.
Diffstat (limited to 'src')
-rw-r--r-- | src/industry_gui.cpp | 36 | ||||
-rw-r--r-- | src/newgrf_callbacks.h | 2 |
2 files changed, 37 insertions, 1 deletions
diff --git a/src/industry_gui.cpp b/src/industry_gui.cpp index 751a8fc92..51a8c694a 100644 --- a/src/industry_gui.cpp +++ b/src/industry_gui.cpp @@ -24,6 +24,7 @@ #include "newgrf_callbacks.h" #include "newgrf_industries.h" #include "newgrf_text.h" +#include "date.h" extern Industry *CreateNewIndustry(TileIndex tile, IndustryType type); @@ -62,6 +63,8 @@ enum { 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)); @@ -70,6 +73,7 @@ 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; static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) @@ -91,9 +95,12 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) w->resize.height = w->height -= 44; } + WP(w, fnd_d).timer_enabled = _loaded_newgrf_features.has_newindustries; + /* Initilialize structures */ memset(&_fund_gui.index, 0xFF, NUM_INDUSTRYTYPES); memset(&_fund_gui.text, STR_NULL, NUM_INDUSTRYTYPES); + memset(&_fund_gui.enabled, false, NUM_INDUSTRYTYPES); _fund_gui.count = 0; w->vscroll.cap = 8; // rows in grid, same in scroller @@ -102,6 +109,7 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) 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; } /* We'll perform two distinct loops, one for secondary industries, and the other one for @@ -110,6 +118,7 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) indsp = GetIndustrySpec(ind); if (indsp->enabled && (!indsp->IsRawIndustry() || _game_mode == GM_EDITOR)) { _fund_gui.index[_fund_gui.count] = ind; + _fund_gui.enabled[_fund_gui.count] = CheckIfCallBackAllowsAvailability(ind, IACT_USERCREATION); _fund_gui.count++; } } @@ -119,14 +128,17 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) indsp = GetIndustrySpec(ind); if (indsp->enabled && indsp->IsRawIndustry()) { _fund_gui.index[_fund_gui.count] = ind; + _fund_gui.enabled[_fund_gui.count] = 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: { @@ -140,10 +152,15 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) /* 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 && _patches.raw_industry_construction == 0) { + _fund_gui.enabled[WP(w, fnd_d).index] = false; + } w->widget[DYNA_INDU_FUND_WIDGET].data = STR_BUILD_NEW_INDUSTRY; } else { w->widget[DYNA_INDU_FUND_WIDGET].data = (_patches.raw_industry_construction == 2 && indsp->IsRawIndustry()) ? STR_PROSPECT_NEW_INDUSTRY : STR_FUND_NEW_INDUSTRY; } + SetWindowWidgetDisabledState(w, DYNA_INDU_FUND_WIDGET, !_fund_gui.enabled[WP(w, fnd_d).index]); SetVScrollCount(w, _fund_gui.count); @@ -308,6 +325,25 @@ static void BuildDynamicIndustryWndProc(Window *w, WindowEvent *e) ResetObjectToPlace(); } break; + case WE_TICK: + 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; + SetWindowDirty(w); + } + } + } break; case WE_TIMEOUT: diff --git a/src/newgrf_callbacks.h b/src/newgrf_callbacks.h index d255c9a51..33f005c2b 100644 --- a/src/newgrf_callbacks.h +++ b/src/newgrf_callbacks.h @@ -75,7 +75,7 @@ enum CallbackID { CBID_HOUSE_DESTRUCTION = 0x21, /** Called to determine if the given industry type is available */ - CBID_INDUSTRY_AVAILABLE = 0x22, // not implemented + CBID_INDUSTRY_AVAILABLE = 0x22, /** This callback is called from vehicle purchase lists. It returns a value to be * used as a custom string ID in the 0xD000 range. */ |