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
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
|
/* $Id$ */
/** @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 = 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);
}
}
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);
}
/**
* Draws an image of a whole train
* @param v Front vehicle
+ @param x x Position to start at
* @param y y Position to draw at
* @param seletion Selected vehicle to draw a frame around
* @param max_width Number of pixels space for drawing
* @param skip Number of pixels to skip at the front (for scrolling)
*/
void DrawTrainImage(const Train *v, int x, int y, VehicleID selection, int max_width, int skip)
{
DrawPixelInfo tmp_dpi, *old_dpi;
/* Position of highlight box */
int highlight_l = 0;
int highlight_r = 0;
if (!FillDrawPixelInfo(&tmp_dpi, x - 2, y - 1, max_width + 1, 14)) return;
old_dpi = _cur_dpi;
_cur_dpi = &tmp_dpi;
int px = -skip;
bool sel_articulated = false;
for (; v != NULL && px < max_width; v = v->Next()) {
Point offset;
int width = Train::From(v)->GetDisplayImageWidth(&offset);
if (px + width > 0) {
SpriteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
DrawSprite(v->GetImage(DIR_W), pal, px + offset.x, 7 + offset.y);
}
if (!v->IsArticulatedPart()) sel_articulated = false;
if (v->index == selection) {
/* Set the highlight position */
highlight_l = px + 1;
highlight_r = px + width + 1;
sel_articulated = true;
} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
highlight_r += width;
}
px += 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;
}
/**
* 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 px = x;
u = v;
do {
Point offset;
int width = u->GetDisplayImageWidth(&offset);
SpriteID pal = (u->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(u);
DrawSprite(u->GetImage(DIR_W), pal, px + offset.x, y + 6 + offset.y);
px += width;
u = u->Next();
} while (u != NULL && u->IsArticulatedPart() && u->cargo_cap == 0);
px += 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);
}
}
|