/* $Id$ */
/*
* 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 .
*/
/** @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 "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(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2)
{
if (result.Failed()) 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 = found->Last();
/* 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);
}
}
/**
* Draws an image of a whole train
* @param v Front vehicle
* @param left The minimum horizontal position
* @param right The maximum horizontal position
* @param y Vertical position to draw at
* @param selection Selected vehicle to draw a frame around
* @param skip Number of pixels to skip at the front (for scrolling)
*/
void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, int skip)
{
bool rtl = _dynlang.text_dir == TD_RTL;
Direction dir = rtl ? DIR_E : DIR_W;
DrawPixelInfo tmp_dpi, *old_dpi;
/* Position of highlight box */
int highlight_l = 0;
int highlight_r = 0;
int max_width = right - left + 1;
if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, 14)) return;
old_dpi = _cur_dpi;
_cur_dpi = &tmp_dpi;
int px = rtl ? max_width + skip : -skip;
bool sel_articulated = false;
for (; v != NULL && (rtl ? px > 0 : px < max_width); v = v->Next()) {
Point offset;
int width = Train::From(v)->GetDisplayImageWidth(&offset);
if (rtl ? px + width > 0 : px - width < max_width) {
PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(v->GetImage(dir), pal, px + (rtl ? -offset.x : offset.x), 7 + offset.y);
}
if (!v->IsArticulatedPart()) sel_articulated = false;
if (v->index == selection) {
/* Set the highlight position */
highlight_l = rtl ? px - width : px;
highlight_r = rtl ? px - 1 : px + width - 1;
sel_articulated = true;
} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
if (rtl) {
highlight_l -= width;
} else {
highlight_r += width;
}
}
px += rtl ? -width : width;
}
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;
}
/** Helper struct for the cargo details information */
struct CargoSummaryItem {
CargoID cargo; ///< The cargo that is carried
StringID subtype; ///< STR_EMPTY if none
uint capacity; ///< Amount that can be carried
uint amount; ///< Amount that is carried
StationID source; ///< One of the source stations
/** Used by CargoSummary::Find() and similiar functions */
FORCEINLINE bool operator != (const CargoSummaryItem &other) const
{
return this->cargo != other.cargo || this->subtype != other.subtype;
}
};
static const uint TRAIN_DETAILS_MIN_INDENT = 32; ///< Minimum indent level in the train details window
static const uint TRAIN_DETAILS_MAX_INDENT = 72; ///< Maximum indent level in the train details window; wider than this and we start on a new line
/** Container for the cargo summary information. */
typedef SmallVector CargoSummary;
/** Reused container of cargo details */
static CargoSummary _cargo_summary;
/**
* Draw the details cargo tab for the given vehicle at the given position
*
* @param item Data to draw
* @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 CargoSummaryItem *item, int left, int right, int y)
{
StringID str = STR_VEHICLE_DETAILS_CARGO_EMPTY;
if (item->amount > 0) {
SetDParam(0, item->cargo);
SetDParam(1, item->amount);
SetDParam(2, item->source);
SetDParam(3, _settings_game.vehicle.freight_trains);
str = FreightWagonMult(item->cargo) > 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, TC_FROMSTRING, SA_LEFT | SA_STRIP);
} 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, TC_FROMSTRING, SA_LEFT | SA_STRIP);
}
}
/**
* Draw the details capacity tab for the given vehicle at the given position
*
* @param item Data to draw
* @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 CargoSummaryItem *item, int left, int right, int y)
{
SetDParam(0, item->cargo);
SetDParam(1, item->capacity);
SetDParam(4, item->subtype);
SetDParam(5, _settings_game.vehicle.freight_trains);
DrawString(left, right, y, FreightWagonMult(item->cargo) > 1 ? STR_VEHICLE_INFO_CAPACITY_MULT : STR_VEHICLE_INFO_CAPACITY);
}
/**
* Collects the cargo transportet
* @param v Vehicle to process
* @param summary Space for the result
*/
static void GetCargoSummaryOfArticulatedVehicle(const Train *v, CargoSummary *summary)
{
summary->Clear();
do {
if (v->cargo_cap == 0) continue;
CargoSummaryItem new_item;
new_item.cargo = v->cargo_type;
new_item.subtype = GetCargoSubtypeText(v);
CargoSummaryItem *item = summary->Find(new_item);
if (item == summary->End()) {
item = summary->Append();
item->cargo = new_item.cargo;
item->subtype = new_item.subtype;
item->capacity = 0;
item->amount = 0;
item->source = INVALID_STATION;
}
item->capacity += v->cargo_cap;
item->amount += v->cargo.Count();
if (item->source == INVALID_STATION) item->source = v->cargo.Source();
} while ((v = v->Next()) != NULL && v->IsArticulatedPart());
}
/**
* Get the length of an articulated vehicle.
* @param v the vehicle to get the length of.
* @return the length in pixels.
*/
static uint GetLengthOfArticulatedVehicle(const Train *v)
{
uint length = 0;
do {
length += v->GetDisplayImageWidth();
} while ((v = v->Next()) != NULL && v->IsArticulatedPart());
return length;
}
/**
* 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->GetNextVehicle()) {
GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary);
num += max(1u, _cargo_summary.Length());
uint length = GetLengthOfArticulatedVehicle(v);
if (length > TRAIN_DETAILS_MAX_INDENT) 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) {
bool rtl = _dynlang.text_dir == TD_RTL;
Direction dir = rtl ? DIR_E : DIR_W;
int x = rtl ? right : left;
int sprite_y_offset = 4 + (FONT_HEIGHT_NORMAL - 10) / 2;
int line_height = WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
for (; v != NULL && vscroll_pos > -vscroll_cap; v = v->GetNextVehicle()) {
GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary);
/* Draw sprites */
uint dx = 0;
int px = x;
const Train *u = v;
do {
Point offset;
int width = u->GetDisplayImageWidth(&offset);
if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(u->GetImage(dir), pal, px + (rtl ? -offset.x : offset.x), y - line_height * vscroll_pos + sprite_y_offset + offset.y);
}
px += rtl ? -width : width;
dx += width;
u = u->Next();
} while (u != NULL && u->IsArticulatedPart());
bool separate_sprite_row = (dx > TRAIN_DETAILS_MAX_INDENT);
if (separate_sprite_row) {
vscroll_pos--;
dx = 0;
}
uint num_lines = max(1u, _cargo_summary.Length());
for (uint i = 0; i < num_lines; i++) {
int sprite_width = max(dx, TRAIN_DETAILS_MIN_INDENT) + 3;
int data_left = left + (rtl ? 0 : sprite_width);
int data_right = right - (rtl ? sprite_width : 0);
if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
int py = y - line_height * vscroll_pos;
if (i > 0 || separate_sprite_row) {
if (vscroll_pos != 0) GfxFillRect(left, py - WD_MATRIX_TOP - 1, right, py - WD_MATRIX_TOP, _colour_gradient[COLOUR_GREY][5]);
}
switch (det_tab) {
case TDW_TAB_CARGO:
if (i < _cargo_summary.Length()) {
TrainDetailsCargoTab(&_cargo_summary[i], data_left, data_right, py);
} else {
DrawString(data_left, data_right, py, STR_QUANTITY_N_A, TC_LIGHT_BLUE);
}
break;
case TDW_TAB_INFO:
if (i == 0) TrainDetailsInfoTab(v, data_left, data_right, py);
break;
case TDW_TAB_CAPACITY:
if (i < _cargo_summary.Length()) {
TrainDetailsCapacityTab(&_cargo_summary[i], data_left, data_right, py);
} else {
DrawString(data_left, data_right, py, STR_VEHICLE_INFO_NO_CAPACITY);
}
break;
default: NOT_REACHED();
}
}
vscroll_pos--;
}
}
} 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, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT);
y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
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, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY);
y += WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM;
}
}
SetDParam(0, feeder_share);
DrawString(left, right, y, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE);
}
}