Fix: Don't try to rename OWNER_DEITY signs in-game (#9716)
[openttd-github.git] / src / tree_gui.cpp
blobccec4705dceb4ad3be6006ddc2664309b95e9040
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file tree_gui.cpp GUIs for building trees. */
10 #include "stdafx.h"
11 #include "window_gui.h"
12 #include "gfx_func.h"
13 #include "tilehighlight_func.h"
14 #include "company_func.h"
15 #include "company_base.h"
16 #include "command_func.h"
17 #include "core/random_func.hpp"
18 #include "sound_func.h"
19 #include "strings_func.h"
20 #include "zoom_func.h"
21 #include "tree_map.h"
23 #include "widgets/tree_widget.h"
25 #include "table/sprites.h"
26 #include "table/strings.h"
27 #include "table/tree_land.h"
29 #include "safeguards.h"
31 void PlaceTreesRandomly();
32 uint PlaceTreeGroupAroundTile(TileIndex tile, TreeType treetype, uint radius, uint count, bool set_zone);
34 /** Tree Sprites with their palettes */
35 const PalSpriteID tree_sprites[] = {
36 { 1621, PAL_NONE }, { 1635, PAL_NONE }, { 1656, PAL_NONE }, { 1579, PAL_NONE },
37 { 1607, PAL_NONE }, { 1593, PAL_NONE }, { 1614, PAL_NONE }, { 1586, PAL_NONE },
38 { 1663, PAL_NONE }, { 1677, PAL_NONE }, { 1691, PAL_NONE }, { 1705, PAL_NONE },
39 { 1711, PAL_NONE }, { 1746, PAL_NONE }, { 1753, PAL_NONE }, { 1732, PAL_NONE },
40 { 1739, PAL_NONE }, { 1718, PAL_NONE }, { 1725, PAL_NONE }, { 1760, PAL_NONE },
41 { 1838, PAL_NONE }, { 1844, PAL_NONE }, { 1866, PAL_NONE }, { 1871, PAL_NONE },
42 { 1899, PAL_NONE }, { 1935, PAL_NONE }, { 1928, PAL_NONE }, { 1915, PAL_NONE },
43 { 1887, PAL_NONE }, { 1908, PAL_NONE }, { 1824, PAL_NONE }, { 1943, PAL_NONE },
44 { 1950, PAL_NONE }, { 1957, PALETTE_TO_GREEN }, { 1964, PALETTE_TO_RED }, { 1971, PAL_NONE },
45 { 1978, PAL_NONE }, { 1985, PALETTE_TO_RED, }, { 1992, PALETTE_TO_PALE_GREEN }, { 1999, PALETTE_TO_YELLOW }, { 2006, PALETTE_TO_RED }
48 /**
49 * Calculate the maximum size of all tree sprites
50 * @return Dimension of the largest tree sprite
52 static Dimension GetMaxTreeSpriteSize()
54 const uint16 base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
55 const uint16 count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
57 Dimension size, this_size;
58 Point offset;
59 /* Avoid to use it uninitialized */
60 size.width = 32; // default width - WD_FRAMERECT_LEFT
61 size.height = 39; // default height - BUTTON_BOTTOM_OFFSET
62 offset.x = 0;
63 offset.y = 0;
65 for (int i = base; i < base + count; i++) {
66 if (i >= (int)lengthof(tree_sprites)) return size;
67 this_size = GetSpriteSize(tree_sprites[i].sprite, &offset);
68 size.width = std::max<int>(size.width, 2 * std::max<int>(this_size.width, -offset.x));
69 size.height = std::max<int>(size.height, std::max<int>(this_size.height, -offset.y));
72 return size;
76 /**
77 * The build trees window.
79 class BuildTreesWindow : public Window
81 /** Visual Y offset of tree root from the bottom of the tree type buttons */
82 static const int BUTTON_BOTTOM_OFFSET = 7;
84 enum PlantingMode {
85 PM_NORMAL,
86 PM_FOREST_SM,
87 PM_FOREST_LG,
90 int tree_to_plant; ///< Tree number to plant, \c TREE_INVALID for a random tree.
91 PlantingMode mode; ///< Current mode for planting
93 /**
94 * Update the GUI and enable/disable planting to reflect selected options.
96 void UpdateMode()
98 this->RaiseButtons();
100 const int current_tree = this->tree_to_plant;
102 if (this->tree_to_plant >= 0) {
103 /* Activate placement */
104 if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
105 SetObjectToPlace(SPR_CURSOR_TREE, PAL_NONE, HT_RECT, this->window_class, this->window_number);
106 this->tree_to_plant = current_tree; // SetObjectToPlace may call ResetObjectToPlace which may reset tree_to_plant to -1
107 } else {
108 /* Deactivate placement */
109 ResetObjectToPlace();
112 if (this->tree_to_plant == TREE_INVALID) {
113 this->LowerWidget(WID_BT_TYPE_RANDOM);
114 } else if (this->tree_to_plant >= 0) {
115 this->LowerWidget(WID_BT_TYPE_BUTTON_FIRST + this->tree_to_plant);
118 switch (this->mode) {
119 case PM_NORMAL: this->LowerWidget(WID_BT_MODE_NORMAL); break;
120 case PM_FOREST_SM: this->LowerWidget(WID_BT_MODE_FOREST_SM); break;
121 case PM_FOREST_LG: this->LowerWidget(WID_BT_MODE_FOREST_LG); break;
122 default: NOT_REACHED();
125 this->SetDirty();
128 void DoPlantForest(TileIndex tile)
130 TreeType treetype = (TreeType)this->tree_to_plant;
131 if (this->tree_to_plant == TREE_INVALID) {
132 treetype = (TreeType)(InteractiveRandomRange(_tree_count_by_landscape[_settings_game.game_creation.landscape]) + _tree_base_by_landscape[_settings_game.game_creation.landscape]);
134 const uint radius = this->mode == PM_FOREST_LG ? 12 : 5;
135 const uint count = this->mode == PM_FOREST_LG ? 12 : 5;
136 // Create tropic zones only when the tree type is selected by the user and not picked randomly.
137 PlaceTreeGroupAroundTile(tile, treetype, radius, count, this->tree_to_plant != TREE_INVALID);
140 public:
141 BuildTreesWindow(WindowDesc *desc, WindowNumber window_number) : Window(desc), tree_to_plant(-1), mode(PM_NORMAL)
143 this->InitNested(window_number);
144 ResetObjectToPlace();
146 this->LowerWidget(WID_BT_MODE_NORMAL);
148 /* Show scenario editor tools in editor */
149 auto *se_tools = this->GetWidget<NWidgetStacked>(WID_BT_SE_PANE);
150 if (_game_mode != GM_EDITOR) {
151 se_tools->SetDisplayedPlane(SZSP_HORIZONTAL);
152 this->ReInit();
156 void UpdateWidgetSize(int widget, Dimension *size, const Dimension &padding, Dimension *fill, Dimension *resize) override
158 if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
159 /* Ensure tree type buttons are sized after the largest tree type */
160 Dimension d = GetMaxTreeSpriteSize();
161 size->width = d.width + WD_FRAMERECT_LEFT + WD_FRAMERECT_RIGHT;
162 size->height = d.height + WD_FRAMERECT_RIGHT + WD_FRAMERECT_BOTTOM + ScaleGUITrad(BUTTON_BOTTOM_OFFSET); // we need some more space
166 void DrawWidget(const Rect &r, int widget) const override
168 if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
169 const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
170 /* Trees "grow" in the centre on the bottom line of the buttons */
171 DrawSprite(tree_sprites[index].sprite, tree_sprites[index].pal, (r.left + r.right) / 2 + WD_FRAMERECT_LEFT, r.bottom - ScaleGUITrad(BUTTON_BOTTOM_OFFSET));
175 void OnClick(Point pt, int widget, int click_count) override
177 switch (widget) {
178 case WID_BT_TYPE_RANDOM: // tree of random type.
179 this->tree_to_plant = this->tree_to_plant == TREE_INVALID ? -1 : TREE_INVALID;
180 this->UpdateMode();
181 break;
183 case WID_BT_MANY_RANDOM: // place trees randomly over the landscape
184 if (_settings_client.sound.confirm) SndPlayFx(SND_15_BEEP);
185 PlaceTreesRandomly();
186 MarkWholeScreenDirty();
187 break;
189 case WID_BT_MODE_NORMAL:
190 this->mode = PM_NORMAL;
191 this->UpdateMode();
192 break;
194 case WID_BT_MODE_FOREST_SM:
195 assert(_game_mode == GM_EDITOR);
196 this->mode = PM_FOREST_SM;
197 this->UpdateMode();
198 break;
200 case WID_BT_MODE_FOREST_LG:
201 assert(_game_mode == GM_EDITOR);
202 this->mode = PM_FOREST_LG;
203 this->UpdateMode();
204 break;
206 default:
207 if (widget >= WID_BT_TYPE_BUTTON_FIRST) {
208 const int index = widget - WID_BT_TYPE_BUTTON_FIRST;
209 this->tree_to_plant = this->tree_to_plant == index ? -1 : index;
210 this->UpdateMode();
212 break;
216 void OnPlaceObject(Point pt, TileIndex tile) override
218 if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
219 VpStartPlaceSizing(tile, VPM_X_AND_Y, DDSP_PLANT_TREES);
220 } else {
221 VpStartDragging(DDSP_PLANT_TREES);
225 void OnPlaceDrag(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt) override
227 if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL) {
228 VpSelectTilesWithMethod(pt.x, pt.y, select_method);
229 } else {
230 TileIndex tile = TileVirtXY(pt.x, pt.y);
232 if (this->mode == PM_NORMAL) {
233 DoCommandP(tile, this->tree_to_plant, tile, CMD_PLANT_TREE);
234 } else {
235 this->DoPlantForest(tile);
240 void OnPlaceMouseUp(ViewportPlaceMethod select_method, ViewportDragDropSelectionProcess select_proc, Point pt, TileIndex start_tile, TileIndex end_tile) override
242 if (_game_mode != GM_EDITOR && this->mode == PM_NORMAL && pt.x != -1 && select_proc == DDSP_PLANT_TREES) {
243 DoCommandP(end_tile, this->tree_to_plant, start_tile, CMD_PLANT_TREE | CMD_MSG(STR_ERROR_CAN_T_PLANT_TREE_HERE));
247 void OnPlaceObjectAbort() override
249 this->tree_to_plant = -1;
250 this->UpdateMode();
255 * Make widgets for the current available tree types.
256 * This does not use a NWID_MATRIX or WWT_MATRIX control as those are more difficult to
257 * get producing the correct result than dynamically building the widgets is.
258 * @see NWidgetFunctionType
260 static NWidgetBase *MakeTreeTypeButtons(int *biggest_index)
262 const byte type_base = _tree_base_by_landscape[_settings_game.game_creation.landscape];
263 const byte type_count = _tree_count_by_landscape[_settings_game.game_creation.landscape];
265 /* Toyland has 9 tree types, which look better in 3x3 than 4x3 */
266 const int num_columns = type_count == 9 ? 3 : 4;
267 const int num_rows = CeilDiv(type_count, num_columns);
268 byte cur_type = type_base;
270 NWidgetVertical *vstack = new NWidgetVertical(NC_EQUALSIZE);
271 vstack->SetPIP(0, 1, 0);
273 for (int row = 0; row < num_rows; row++) {
274 NWidgetHorizontal *hstack = new NWidgetHorizontal(NC_EQUALSIZE);
275 hstack->SetPIP(0, 1, 0);
276 vstack->Add(hstack);
277 for (int col = 0; col < num_columns; col++) {
278 if (cur_type > type_base + type_count) break;
279 NWidgetBackground *button = new NWidgetBackground(WWT_PANEL, COLOUR_GREY, WID_BT_TYPE_BUTTON_FIRST + cur_type);
280 button->SetDataTip(0x0, STR_PLANT_TREE_TOOLTIP);
281 hstack->Add(button);
282 *biggest_index = WID_BT_TYPE_BUTTON_FIRST + cur_type;
283 cur_type++;
287 return vstack;
290 static const NWidgetPart _nested_build_trees_widgets[] = {
291 NWidget(NWID_HORIZONTAL),
292 NWidget(WWT_CLOSEBOX, COLOUR_DARK_GREEN),
293 NWidget(WWT_CAPTION, COLOUR_DARK_GREEN), SetDataTip(STR_PLANT_TREE_CAPTION, STR_TOOLTIP_WINDOW_TITLE_DRAG_THIS),
294 NWidget(WWT_SHADEBOX, COLOUR_DARK_GREEN),
295 NWidget(WWT_STICKYBOX, COLOUR_DARK_GREEN),
296 EndContainer(),
297 NWidget(WWT_PANEL, COLOUR_DARK_GREEN),
298 NWidget(NWID_VERTICAL), SetPadding(2),
299 NWidgetFunction(MakeTreeTypeButtons),
300 NWidget(NWID_SPACER), SetMinimalSize(0, 1),
301 NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_TYPE_RANDOM), SetDataTip(STR_TREES_RANDOM_TYPE, STR_TREES_RANDOM_TYPE_TOOLTIP),
302 NWidget(NWID_SELECTION, INVALID_COLOUR, WID_BT_SE_PANE),
303 NWidget(NWID_VERTICAL),
304 NWidget(NWID_SPACER), SetMinimalSize(0, 1),
305 NWidget(NWID_HORIZONTAL, NC_EQUALSIZE),
306 NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_NORMAL), SetFill(1, 0), SetDataTip(STR_TREES_MODE_NORMAL_BUTTON, STR_TREES_MODE_NORMAL_TOOLTIP),
307 NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_SM), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_SM_BUTTON, STR_TREES_MODE_FOREST_SM_TOOLTIP),
308 NWidget(WWT_TEXTBTN, COLOUR_GREY, WID_BT_MODE_FOREST_LG), SetFill(1, 0), SetDataTip(STR_TREES_MODE_FOREST_LG_BUTTON, STR_TREES_MODE_FOREST_LG_TOOLTIP),
309 EndContainer(),
310 NWidget(NWID_SPACER), SetMinimalSize(0, 1),
311 NWidget(WWT_PUSHTXTBTN, COLOUR_GREY, WID_BT_MANY_RANDOM), SetDataTip(STR_TREES_RANDOM_TREES_BUTTON, STR_TREES_RANDOM_TREES_TOOLTIP),
312 EndContainer(),
313 EndContainer(),
314 EndContainer(),
315 EndContainer(),
318 static WindowDesc _build_trees_desc(
319 WDP_AUTO, "build_tree", 0, 0,
320 WC_BUILD_TREES, WC_NONE,
321 WDF_CONSTRUCTION,
322 _nested_build_trees_widgets, lengthof(_nested_build_trees_widgets)
325 void ShowBuildTreesToolbar()
327 if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
328 AllocateWindowDescFront<BuildTreesWindow>(&_build_trees_desc, 0);