/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "table/strings.h" #include "functions.h" #include "player.h" #include "signs.h" #include "saveload.h" #include "command.h" #include "variables.h" static SignStruct *_new_sign_struct; enum { /* Max signs: 64000 (4 * 16000) */ SIGN_POOL_BLOCK_SIZE_BITS = 2, /* In bits, so (1 << 2) == 4 */ SIGN_POOL_MAX_BLOCKS = 16000, }; /** * Called if a new block is added to the sign-pool */ static void SignPoolNewBlock(uint start_item) { SignStruct *ss; FOR_ALL_SIGNS_FROM(ss, start_item) ss->index = start_item++; } /* Initialize the sign-pool */ MemoryPool _sign_pool = { "Signs", SIGN_POOL_MAX_BLOCKS, SIGN_POOL_BLOCK_SIZE_BITS, sizeof(SignStruct), &SignPoolNewBlock, NULL, 0, 0, NULL }; /** * * Update the coordinate of one sign * */ static void UpdateSignVirtCoords(SignStruct *ss) { Point pt = RemapCoords(ss->x, ss->y, ss->z); SetDParam(0, ss->str); UpdateViewportSignPos(&ss->sign, pt.x, pt.y - 6, STR_2806); } /** * * Update the coordinates of all signs * */ void UpdateAllSignVirtCoords(void) { SignStruct *ss; FOR_ALL_SIGNS(ss) if (ss->str != 0) UpdateSignVirtCoords(ss); } /** * * Marks the region of a sign as dirty * * @param ss Pointer to the SignStruct */ static void MarkSignDirty(SignStruct *ss) { MarkAllViewportsDirty( ss->sign.left - 6, ss->sign.top - 3, ss->sign.left + ss->sign.width_1 * 4 + 12, ss->sign.top + 45); } /** * * Allocates a new sign * * @return The pointer to the new sign, or NULL if there is no more free space */ static SignStruct *AllocateSign(void) { SignStruct *ss; FOR_ALL_SIGNS(ss) { if (ss->str == 0) { uint index = ss->index; memset(ss, 0, sizeof(SignStruct)); ss->index = index; return ss; } } /* Check if we can add a block to the pool */ if (AddBlockToPool(&_sign_pool)) return AllocateSign(); return NULL; } /** Place a sign at the given coordinates. Ownership of sign has * no effect whatsoever except for the colour the sign gets for easy recognition, * but everybody is able to rename/remove it. * @param tile tile to place sign at * @param p1 unused * @param p2 unused */ int32 CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { SignStruct *ss; /* Try to locate a new sign */ ss = AllocateSign(); if (ss == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS); /* When we execute, really make the sign */ if (flags & DC_EXEC) { int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; ss->str = STR_280A_SIGN; ss->x = x; ss->y = y; ss->owner = _current_player; // owner of the sign; just eyecandy ss->z = GetSlopeZ(x,y); UpdateSignVirtCoords(ss); MarkSignDirty(ss); InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; _new_sign_struct = ss; } return 0; } /** Rename a sign. If the new name of the sign is empty, we assume * the user wanted to delete it. So delete it. Ownership of signs * has no meaning/effect whatsoever except for eyecandy * @param tile unused * @param p1 index of the sign to be renamed/removed * @param p2 unused */ int32 CmdRenameSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsSignIndex(p1)) return CMD_ERROR; /* If _cmd_text 0 means the new text for the sign is non-empty. * So rename the sign. If it is empty, it has no name, so delete it */ if (_cmd_text[0] != '\0') { /* Create the name */ StringID str = AllocateName(_cmd_text, 0); if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { SignStruct *ss = GetSign(p1); /* Delete the old name */ DeleteName(ss->str); /* Assign the new one */ ss->str = str; ss->owner = _current_player; /* Update; mark sign dirty twice, because it can either becom longer, or shorter */ MarkSignDirty(ss); UpdateSignVirtCoords(ss); MarkSignDirty(ss); InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; } else { /* Free the name, because we did not assign it yet */ DeleteName(str); } } else { /* Delete sign */ if (flags & DC_EXEC) { SignStruct *ss = GetSign(p1); /* Delete the name */ DeleteName(ss->str); ss->str = 0; MarkSignDirty(ss); InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; } } return 0; } /** * * Callback function that is called after a sign is placed * */ void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (success) { ShowRenameSignWindow(_new_sign_struct); ResetObjectToPlace(); } } /** * * PlaceProc function, called when someone pressed the button if the * sign-tool is selected * */ void PlaceProc_Sign(TileIndex tile) { DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE)); } /** * * Initialize the signs * */ void InitializeSigns(void) { CleanPool(&_sign_pool); AddBlockToPool(&_sign_pool); } static const SaveLoad _sign_desc[] = { SLE_VAR(SignStruct,str, SLE_UINT16), SLE_CONDVAR(SignStruct,x, SLE_FILE_I16 | SLE_VAR_I32, 0, 4), SLE_CONDVAR(SignStruct,y, SLE_FILE_I16 | SLE_VAR_I32, 0, 4), SLE_CONDVAR(SignStruct,x, SLE_INT32, 5, SL_MAX_VERSION), SLE_CONDVAR(SignStruct,y, SLE_INT32, 5, SL_MAX_VERSION), SLE_CONDVAR(SignStruct,owner, SLE_UINT8, 6, SL_MAX_VERSION), SLE_VAR(SignStruct,z, SLE_UINT8), SLE_END() }; /** * * Save all signs * */ static void Save_SIGN(void) { SignStruct *ss; FOR_ALL_SIGNS(ss) { /* Don't save empty signs */ if (ss->str != 0) { SlSetArrayIndex(ss->index); SlObject(ss, _sign_desc); } } } /** * * Load all signs * */ static void Load_SIGN(void) { int index; while ((index = SlIterateArray()) != -1) { SignStruct *ss; if (!AddBlockIfNeeded(&_sign_pool, index)) error("Signs: failed loading savegame: too many signs"); ss = GetSign(index); SlObject(ss, _sign_desc); } _sign_sort_dirty = true; } const ChunkHandler _sign_chunk_handlers[] = { { 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST}, };