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/***************************************************************************
* *
* This program 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; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include <pgtooltiphelp.h>
#include "../gamemap.h"
#include "../containercontrols.h"
#include "../cannedmessages.h"
#include "../gameoptions.h"
#include "../dialog.h"
#include "../sg.h"
#include "vehicleproductionselection.h"
#include "../actions/buildproductionlinecommand.h"
#include "../actions/removeproductionlinecommand.h"
VehicleProduction_SelectionItemFactory::VehicleProduction_SelectionItemFactory( Resources plantResources, const ContainerBase* productionplant, const ConstructUnitCommand::Producables& produceableUnits )
: VehicleTypeSelectionItemFactory( plantResources, convertAndCreateArrays( produceableUnits, &items ), productionplant->getMap()->getCurrentPlayer() ),
fillResources(true),
fillAmmo(true),
plant(productionplant),
produceables( produceableUnits)
{
}
const VehicleProduction_SelectionItemFactory::Container& VehicleProduction_SelectionItemFactory::convertAndCreateArrays( const ConstructUnitCommand::Producables& from, Container** items )
{
*items = new Container();
return convertArrays( from, **items );
}
const VehicleProduction_SelectionItemFactory::Container& VehicleProduction_SelectionItemFactory::convertArrays( const ConstructUnitCommand::Producables& from, Container& items )
{
items.clear();
for( ConstructUnitCommand::Producables::const_iterator i = from.begin(); i != from.end(); ++i )
if ( !(i->prerequisites.getValue() & ( ConstructUnitCommand::Lack::Research | ConstructUnitCommand::Lack::Unloadability )))
items.push_back ( i->type );
return items;
}
void VehicleProduction_SelectionItemFactory::vehicleTypeSelected( const Vehicletype* type, bool mouse )
{
sigVehicleTypeSelected( type, mouse );
}
void VehicleProduction_SelectionItemFactory::itemMarked( const SelectionWidget* widget, bool mouse )
{
if ( !widget )
return;
const VehicleTypeBaseWidget* fw = dynamic_cast<const VehicleTypeBaseWidget*>(widget);
assert( fw );
sigVehicleTypeMarked( fw->getVehicletype() );
}
bool VehicleProduction_SelectionItemFactory::getAmmoFilling()
{
if ( plant->baseType->hasFunction(ContainerBaseType::AmmoProduction))
return fillAmmo;
else
return false;
}
bool VehicleProduction_SelectionItemFactory::setAmmoFilling( bool value )
{
fillAmmo = value;
reloadAllItems();
return true;
}
bool VehicleProduction_SelectionItemFactory::getResourceFilling()
{
return fillResources;
}
bool VehicleProduction_SelectionItemFactory::setResourceFilling( bool value )
{
fillResources = value;
reloadAllItems();
return true;
}
void VehicleProduction_SelectionItemFactory::updateProducables()
{
convertArrays( produceables, *items );
}
Resources VehicleProduction_SelectionItemFactory::getCost( const Vehicletype* type )
{
for ( ConstructUnitCommand::Producables::const_iterator i = produceables.begin(); i != produceables.end(); ++i ) {
if ( i->type == type ) {
Resources cost = i->cost;
if ( fillResources )
cost += Resources( 0, type->getStorageCapacity(plant->getMap()->_resourcemode).material, type->getStorageCapacity(plant->getMap()->_resourcemode).fuel );
if ( fillAmmo )
for ( int w = 0; w < type->weapons.count; ++w )
if ( type->weapons.weapon[w].requiresAmmo() ) {
int wt = type->weapons.weapon[w].getScalarWeaponType();
cost += Resources( ammoProductionCost[wt][0], ammoProductionCost[wt][1], ammoProductionCost[wt][2] ) * type->weapons.weapon[w].count;
}
return cost;
}
}
return Resources(0,0,0);
};
AddProductionLine_SelectionItemFactory::AddProductionLine_SelectionItemFactory( ContainerBase* my_plant, const Container& types ) : VehicleTypeSelectionItemFactory( my_plant->getResource(Resources(maxint,maxint,maxint), true), types, my_plant->getMap()->getCurrentPlayer() ), plant(my_plant)
{
};
void AddProductionLine_SelectionItemFactory::vehicleTypeSelected( const Vehicletype* type, bool mouse )
{
auto_ptr<BuildProductionLineCommand> bplc ( new BuildProductionLineCommand(plant ));
bplc->setProduction( type );
ActionResult res = bplc->execute ( createContext( plant->getMap() ));
if ( res.successful() )
bplc.release();
else
displayActionError( res );
}
Resources AddProductionLine_SelectionItemFactory::getCost( const Vehicletype* type )
{
return BuildProductionLineCommand::resourcesNeeded( type );
};
void VehicleProduction_SelectionWindow::vtMarked( const Vehicletype* vt )
{
vtSelected( vt, true );
}
void VehicleProduction_SelectionWindow::vtSelected( const Vehicletype* vt, bool mouse )
{
selected = vt;
if ( !mouse ) // enter pressed
produce();
};
bool VehicleProduction_SelectionWindow::produce()
{
if ( selected ) {
finallySelected = selected;
quitModalLoop(0);
return true;
} else
return false;
}
bool VehicleProduction_SelectionWindow::closeWindow()
{
selected = NULL;
return ASC_PG_Dialog::closeWindow();
}
bool VehicleProduction_SelectionWindow::quitSignalled()
{
selected = NULL;
QuitModal();
return true;
};
void VehicleProduction_SelectionWindow::reLoadAndUpdate()
{
reloadProducebles();
factory->setAvailableResource(my_plant->getResource(Resources(maxint,maxint,maxint)));
factory->updateProducables();
isw->reLoad( true );
}
bool VehicleProduction_SelectionWindow::eventKeyDown(const SDL_KeyboardEvent* key)
{
int mod = SDL_GetModState() & ~(KMOD_NUM | KMOD_CAPS | KMOD_MODE);
if ( mod )
return false;
if ( key->keysym.sym == SDLK_ESCAPE ) {
closeWindow();
return true;
}
return false;
}
VehicleProduction_SelectionWindow::VehicleProduction_SelectionWindow( PG_Widget *parent, const PG_Rect &r, ContainerBase* plant, const ConstructUnitCommand::Producables& produceableUnits, bool internally )
: ASC_PG_Dialog( parent, r, "Choose Vehicle Type" ), selected(NULL), finallySelected(NULL), isw(NULL), factory(NULL), my_plant( plant ), produceables( produceableUnits )
{
factory = new VehicleProduction_SelectionItemFactory( plant->getResource(Resources(maxint,maxint,maxint), true), plant, produceableUnits );
if ( internally ) {
factory->setAmmoFilling( CGameOptions::Instance()->unitProduction.fillAmmo );
factory->setResourceFilling ( CGameOptions::Instance()->unitProduction.fillResources );
} else {
factory->setAmmoFilling( false );
factory->setResourceFilling ( false );
}
factory->sigVehicleTypeSelected.connect ( SigC::slot( *this, &VehicleProduction_SelectionWindow::vtSelected ));
factory->sigVehicleTypeMarked.connect ( SigC::slot( *this, &VehicleProduction_SelectionWindow::vtMarked ));
isw = new ItemSelectorWidget( this, PG_Rect(10, GetTitlebarHeight(), r.Width() - 20, r.Height() - GetTitlebarHeight() - 40), factory );
isw->sigQuitModal.connect( SigC::slot( *this, &VehicleProduction_SelectionWindow::quitSignalled));
int y = GetTitlebarHeight() + isw->Height();
if ( internally ) {
PG_CheckButton* fillRes = new PG_CheckButton( this, PG_Rect( 10, y + 2, r.Width() / 2 - 50, 20), "Fill with Resources" );
if ( factory->getResourceFilling() )
fillRes->SetPressed();
fillRes->sigClick.connect( SigC::slot( *factory, &VehicleProduction_SelectionItemFactory::setResourceFilling ));
if ( plant->baseType->hasFunction(ContainerBaseType::AmmoProduction)) {
PG_CheckButton* fillAmmo = new PG_CheckButton( this, PG_Rect( 10, y + 20, r.Width() / 2 - 50, 20), "Fill with Ammo" );
if ( factory->getAmmoFilling() )
fillAmmo->SetPressed();
fillAmmo->sigClick.connect( SigC::slot( *factory, &VehicleProduction_SelectionItemFactory::setAmmoFilling ));
} else
factory->setAmmoFilling( false );
} else {
factory->setAmmoFilling( false );
factory->setResourceFilling ( false );
}
factory->reloadAllItems.connect( SigC::slot( *this, &VehicleProduction_SelectionWindow::reLoadAndUpdate ));
PG_Rect rr ( r.Width() / 2 + 10, y + 2, (r.Width() - 20) - (r.Width() / 2 + 10) , 35);
PG_Button* b = new PG_Button( this, PG_Rect( rr.x + rr.h + 5, rr.y, rr.w - 40, rr.h ) , "Produce" );
b->sigClick.connect( SigC::slot( *this,&VehicleProduction_SelectionWindow::produce ));
if ( !plant->baseType->hasFunction(ContainerBaseType::NoProductionCustomization) && internally ) {
PG_Button* b2 = new PG_Button( this, PG_Rect( rr.x, rr.y, rr.h, rr.h ), "+" );
b2->sigClick.connect( SigC::slot( *this, &VehicleProduction_SelectionWindow::addProductionLine ));
new PG_ToolTipHelp( b2, "Add production line");
PG_Button* b3 = new PG_Button( this, PG_Rect( rr.x - rr.h - 5, rr.y, rr.h, rr.h ), "-" );
b3->sigClick.connect( SigC::slot( *this, &VehicleProduction_SelectionWindow::removeProductionLine ));
new PG_ToolTipHelp( b3, "Remove production line");
}
};
bool VehicleProduction_SelectionWindow::addProductionLine()
{
BuildProductionLineCommand bplc( my_plant );
{
ItemSelectorWindow isw( NULL, PG_Rect( 100, 150, 400, 400 ), "choose production line", new AddProductionLine_SelectionItemFactory( my_plant, bplc.productionLinesBuyable() ));
isw.Show();
isw.RunModal();
}
reLoadAndUpdate();
return true;
}
bool VehicleProduction_SelectionWindow::removeProductionLine()
{
if ( selected && choice_dlg("do you really want to remove this production line ?","~y~es","~n~o") == 1) {
auto_ptr<RemoveProductionLineCommand> rplc ( new RemoveProductionLineCommand( my_plant ));
rplc->setRemoval( selected );
ActionResult res = rplc->execute( createContext( my_plant->getMap() ));
if ( res.successful())
rplc.release();
else
displayActionError(res);
reLoadAndUpdate();
}
return true;
}
bool VehicleProduction_SelectionWindow::fillWithAmmo()
{
return factory->getAmmoFilling();
}
bool VehicleProduction_SelectionWindow::fillWithResources()
{
return factory->getResourceFilling();
}
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