/* $Id$ */ /** @file tree_gui.cpp GUIs for building trees. */ #include "stdafx.h" #include "openttd.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 "sound_func.h" #include "settings_type.h" #include "table/sprites.h" #include "table/strings.h" #include "table/tree_land.h" void PlaceTreesRandomly(); class BuildTreesWindow : public Window { uint16 base; uint16 count; int tree_to_plant; enum BuildTreesWidgets { BTW_CLOSE, BTW_CAPTION, BTW_BACKGROUND, BTW_TYPE_11, BTW_TYPE_12, BTW_TYPE_13, BTW_TYPE_14, BTW_TYPE_21, BTW_TYPE_22, BTW_TYPE_23, BTW_TYPE_24, BTW_TYPE_31, BTW_TYPE_32, BTW_TYPE_33, BTW_TYPE_34, BTW_TYPE_RANDOM, BTW_MANY_RANDOM, }; public: BuildTreesWindow(const WindowDesc *desc, WindowNumber window_number) : Window(desc, window_number) { if (_game_mode != GM_EDITOR) { this->HideWidget(BTW_MANY_RANDOM); int offset = this->widget[BTW_MANY_RANDOM].bottom - this->widget[BTW_MANY_RANDOM].top; this->height -= offset; this->widget[BTW_BACKGROUND].bottom -= offset; } ResetObjectToPlace(); this->FindWindowPlacementAndResize(desc); } virtual void OnPaint() { static const PalSpriteID tree_sprites[] = { { 0x655, PAL_NONE }, { 0x663, PAL_NONE }, { 0x678, PAL_NONE }, { 0x62B, PAL_NONE }, { 0x647, PAL_NONE }, { 0x639, PAL_NONE }, { 0x64E, PAL_NONE }, { 0x632, PAL_NONE }, { 0x67F, PAL_NONE }, { 0x68D, PAL_NONE }, { 0x69B, PAL_NONE }, { 0x6A9, PAL_NONE }, { 0x6AF, PAL_NONE }, { 0x6D2, PAL_NONE }, { 0x6D9, PAL_NONE }, { 0x6C4, PAL_NONE }, { 0x6CB, PAL_NONE }, { 0x6B6, PAL_NONE }, { 0x6BD, PAL_NONE }, { 0x6E0, PAL_NONE }, { 0x72E, PAL_NONE }, { 0x734, PAL_NONE }, { 0x74A, PAL_NONE }, { 0x74F, PAL_NONE }, { 0x76B, PAL_NONE }, { 0x78F, PAL_NONE }, { 0x788, PAL_NONE }, { 0x77B, PAL_NONE }, { 0x75F, PAL_NONE }, { 0x774, PAL_NONE }, { 0x720, PAL_NONE }, { 0x797, PAL_NONE }, { 0x79E, PAL_NONE }, { 0x7A5, PALETTE_TO_GREEN }, { 0x7AC, PALETTE_TO_RED }, { 0x7B3, PAL_NONE }, { 0x7BA, PAL_NONE }, { 0x7C1, PALETTE_TO_RED, }, { 0x7C8, PALETTE_TO_PALE_GREEN }, { 0x7CF, PALETTE_TO_YELLOW }, { 0x7D6, PALETTE_TO_RED } }; this->DrawWidgets(); int i = this->base = _tree_base_by_landscape[_settings_game.game_creation.landscape]; int count = this->count = _tree_count_by_landscape[_settings_game.game_creation.landscape]; int x = 18; int y = 54; do { DrawSprite(tree_sprites[i].sprite, tree_sprites[i].pal, x, y); x += 35; if (!(++i & 3)) { x -= 35 * 4; y += 47; } } while (--count); } virtual void OnClick(Point pt, int widget) { switch (widget) { case BTW_TYPE_11: case BTW_TYPE_12: case BTW_TYPE_13: case BTW_TYPE_14: case BTW_TYPE_21: case BTW_TYPE_22: case BTW_TYPE_23: case BTW_TYPE_24: case BTW_TYPE_31: case BTW_TYPE_32: case BTW_TYPE_33: case BTW_TYPE_34: if (widget - BTW_TYPE_11 >= this->count) break; if (HandlePlacePushButton(this, widget, SPR_CURSOR_TREE, VHM_RECT, NULL)) { this->tree_to_plant = this->base + widget - BTW_TYPE_11; } break; case BTW_TYPE_RANDOM: // tree of random type. if (HandlePlacePushButton(this, BTW_TYPE_RANDOM, SPR_CURSOR_TREE, VHM_RECT, NULL)) { this->tree_to_plant = -1; } break; case BTW_MANY_RANDOM: // place trees randomly over the landscape this->LowerWidget(BTW_MANY_RANDOM); this->flags4 |= WF_TIMEOUT_BEGIN; SndPlayFx(SND_15_BEEP); PlaceTreesRandomly(); MarkWholeScreenDirty(); break; } } virtual void OnPlaceObject(Point pt, TileIndex tile) { VpStartPlaceSizing(tile, VPM_X_AND_Y_LIMITED, DDSP_PLANT_TREES); VpSetPlaceSizingLimit(20); } virtual void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) { VpSelectTilesWithMethod(pt.x, pt.y, select_method); } virtual void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) { if (pt.x != -1 && select_proc == DDSP_PLANT_TREES) { DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_2805_CAN_T_PLANT_TREE_HERE)); } } virtual void OnTimeout() { this->RaiseWidget(BTW_MANY_RANDOM); this->InvalidateWidget(BTW_MANY_RANDOM); } virtual void OnPlaceObjectAbort() { this->RaiseButtons(); } }; static const Widget _build_trees_widgets[] = { { WWT_CLOSEBOX, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, // BTW_CLOSE { WWT_CAPTION, RESIZE_NONE, COLOUR_DARK_GREEN, 11, 142, 0, 13, STR_2802_TREES, STR_018C_WINDOW_TITLE_DRAG_THIS}, // BTW_CAPTION { WWT_PANEL, RESIZE_NONE, COLOUR_DARK_GREEN, 0, 142, 14, 183, 0x0, STR_NULL}, // BTW_BACKGROUND { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 2, 35, 16, 61, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_11 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 37, 70, 16, 61, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_12 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 72, 105, 16, 61, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_13 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 107, 140, 16, 61, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_14 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 2, 35, 63, 108, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_21 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 37, 70, 63, 108, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_22 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 72, 105, 63, 108, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_23 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 107, 140, 63, 108, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_24 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 2, 35, 110, 155, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_31 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 37, 70, 110, 155, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_32 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 72, 105, 110, 155, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_33 { WWT_PANEL, RESIZE_NONE, COLOUR_GREY, 107, 140, 110, 155, 0x0, STR_280D_SELECT_TREE_TYPE_TO_PLANT}, // BTW_TYPE_34 { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 140, 157, 168, STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TIP}, // BTW_TYPE_RANDOM { WWT_TEXTBTN, RESIZE_NONE, COLOUR_GREY, 2, 140, 170, 181, STR_028A_RANDOM_TREES, STR_028B_PLANT_TREES_RANDOMLY_OVER}, // BTW_MANY_RANDOM { WIDGETS_END}, }; static const WindowDesc _build_trees_desc = { WDP_AUTO, WDP_AUTO, 143, 184, 143, 184, WC_BUILD_TREES, WC_NONE, WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET, _build_trees_widgets, }; void ShowBuildTreesToolbar() { if (_game_mode != GM_EDITOR && !IsValidCompanyID(_current_company)) return; AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0); }