/* $Id$ */ #include "stdafx.h" #include "openttd.h" #include "functions.h" #include "macros.h" #include "strings.h" #include "gfx.h" #include "viewport.h" #include "saveload.h" #include "hal.h" #include "console.h" #include "string.h" #include "variables.h" #include "table/sprites.h" #include /* va_list */ #include "date.h" typedef struct TextEffect { StringID string_id; int32 x; int32 y; int32 right; int32 bottom; uint16 duration; uint32 params_1; uint32 params_2; } TextEffect; #define MAX_TEXTMESSAGE_LENGTH 150 typedef struct TextMessage { char message[MAX_TEXTMESSAGE_LENGTH]; uint16 color; Date end_date; } TextMessage; #define MAX_CHAT_MESSAGES 10 static TextEffect _text_effect_list[30]; static TextMessage _textmsg_list[MAX_CHAT_MESSAGES]; TileIndex _animated_tile_list[256]; static bool _textmessage_dirty = false; static bool _textmessage_visible = false; /* The chatbox grows from the bottom so the coordinates are pixels from * the left and pixels from the bottom. The height is the maximum height */ static const Oblong _textmsg_box = {10, 30, 500, 150}; static Pixel _textmessage_backup[150 * 500]; // (height * width) extern void memcpy_pitch(void *d, void *s, int w, int h, int spitch, int dpitch); static inline uint GetTextMessageCount(void) { uint i = 0; for (i; i < MAX_CHAT_MESSAGES; i++) { if (_textmsg_list[i].message[0] == '\0') break; } return i; } /* Add a text message to the 'chat window' to be shown * @param color The colour this message is to be shown in * @param duration The duration of the chat message in game-days * @param message message itself in printf() style */ void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...) { char buf[MAX_TEXTMESSAGE_LENGTH]; const char *bufp; va_list va; uint msg_count; uint16 lines; va_start(va, message); vsnprintf(buf, lengthof(buf), message, va); va_end(va); /* Force linebreaks for strings that are too long */ lines = GB(FormatStringLinebreaks(buf, _textmsg_box.width - 8), 0, 16) + 1; if (lines >= MAX_CHAT_MESSAGES) return; msg_count = GetTextMessageCount(); /* We want to add more chat messages than there is free space for, remove 'old' */ if (lines > MAX_CHAT_MESSAGES - msg_count) { int i = lines - (MAX_CHAT_MESSAGES - msg_count); memmove(&_textmsg_list[0], &_textmsg_list[i], sizeof(_textmsg_list[0]) * (msg_count - i)); msg_count = MAX_CHAT_MESSAGES - lines; } for (bufp = buf; lines != 0; lines--) { TextMessage *tmsg = &_textmsg_list[msg_count++]; ttd_strlcpy(tmsg->message, bufp, sizeof(tmsg->message)); /* The default colour for a message is player colour. Replace this with * white for any additional lines */ tmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR; tmsg->end_date = _date + duration; bufp += strlen(bufp) + 1; // jump to 'next line' in the formatted string } _textmessage_dirty = true; } void InitTextMessage(void) { uint i; for (i = 0; i < MAX_CHAT_MESSAGES; i++) { _textmsg_list[i].message[0] = '\0'; } } // Hide the textbox void UndrawTextMessage(void) { if (_textmessage_visible) { // Sometimes we also need to hide the cursor // This is because both textmessage and the cursor take a shot of the // screen before drawing. // Now the textmessage takes his shot and paints his data before the cursor // does, so in the shot of the cursor is the screen-data of the textmessage // included when the cursor hangs somewhere over the textmessage. To // avoid wrong repaints, we undraw the cursor in that case, and everything // looks nicely ;) // (and now hope this story above makes sense to you ;)) if (_cursor.visible) { if (_cursor.draw_pos.x + _cursor.draw_size.x >= _textmsg_box.x && _cursor.draw_pos.x <= _textmsg_box.x + _textmsg_box.width && _cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _textmsg_box.y - _textmsg_box.height && _cursor.draw_pos.y <= _screen.height - _textmsg_box.y) { UndrawMouseCursor(); } } _textmessage_visible = false; // Put our 'shot' back to the screen memcpy_pitch( _screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch, _textmessage_backup, _textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch); // And make sure it is updated next time _video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height); _textmessage_dirty = true; } } // Check if a message is expired every day void TextMessageDailyLoop(void) { uint i; for (i = 0; i < MAX_CHAT_MESSAGES; i++) { TextMessage *tmsg = &_textmsg_list[i]; if (tmsg->message[0] == '\0') continue; /* Message has expired, remove from the list */ if (tmsg->end_date < _date) { /* Move the remaining messages over the current message */ if (i != MAX_CHAT_MESSAGES - 1) memmove(tmsg, tmsg + 1, sizeof(*tmsg) * (MAX_CHAT_MESSAGES - i - 1)); /* Mark the last item as empty */ _textmsg_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0'; _textmessage_dirty = true; /* Go one item back, because we moved the array 1 to the left */ i--; } } } // Draw the textmessage-box void DrawTextMessage(void) { int i, j; bool has_message; if (!_textmessage_dirty) return; // First undraw if needed UndrawTextMessage(); if (_iconsole_mode == ICONSOLE_FULL) return; /* Check if we have anything to draw at all */ has_message = false; for ( i = 0; i < MAX_CHAT_MESSAGES; i++) { if (_textmsg_list[i].message[0] == '\0') break; has_message = true; } if (!has_message) return; // Make a copy of the screen as it is before painting (for undraw) memcpy_pitch( _textmessage_backup, _screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch, _textmsg_box.width, _textmsg_box.height, _screen.pitch, _textmsg_box.width); // Switch to _screen painting _cur_dpi = &_screen; j = 0; // Paint the messages for (i = MAX_CHAT_MESSAGES - 1; i >= 0; i--) { if (_textmsg_list[i].message[0] == '\0') continue; j++; GfxFillRect(_textmsg_box.x, _screen.height-_textmsg_box.y-j*13-2, _textmsg_box.x+_textmsg_box.width - 1, _screen.height-_textmsg_box.y-j*13+10, /* black, but with some alpha */ 0x322 | USE_COLORTABLE); DoDrawString(_textmsg_list[i].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - j * 13, _textmsg_list[i].color); } // Make sure the data is updated next flush _video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height); _textmessage_visible = true; _textmessage_dirty = false; } static void MarkTextEffectAreaDirty(TextEffect *te) { MarkAllViewportsDirty( te->x, te->y - 1, (te->right - te->x)*2 + te->x + 1, (te->bottom - (te->y - 1)) * 2 + (te->y - 1) + 1 ); } void AddTextEffect(StringID msg, int x, int y, uint16 duration) { TextEffect *te; int w; char buffer[100]; if (_game_mode == GM_MENU) return; for (te = _text_effect_list; te->string_id != INVALID_STRING_ID; ) { if (++te == endof(_text_effect_list)) return; } te->string_id = msg; te->duration = duration; te->y = y - 5; te->bottom = y + 5; te->params_1 = GetDParam(0); te->params_2 = GetDParam(4); GetString(buffer, msg, lastof(buffer)); w = GetStringBoundingBox(buffer).width; te->x = x - (w >> 1); te->right = x + (w >> 1) - 1; MarkTextEffectAreaDirty(te); } static void MoveTextEffect(TextEffect *te) { if (te->duration < 8) { te->string_id = INVALID_STRING_ID; } else { te->duration -= 8; te->y--; te->bottom--; } MarkTextEffectAreaDirty(te); } void MoveAllTextEffects(void) { TextEffect *te; for (te = _text_effect_list; te != endof(_text_effect_list); te++) { if (te->string_id != INVALID_STRING_ID) MoveTextEffect(te); } } void InitTextEffects(void) { TextEffect *te; for (te = _text_effect_list; te != endof(_text_effect_list); te++) { te->string_id = INVALID_STRING_ID; } } void DrawTextEffects(DrawPixelInfo *dpi) { const TextEffect* te; switch (dpi->zoom) { case 0: for (te = _text_effect_list; te != endof(_text_effect_list); te++) { if (te->string_id != INVALID_STRING_ID && dpi->left <= te->right && dpi->top <= te->bottom && dpi->left + dpi->width > te->x && dpi->top + dpi->height > te->y) { AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2, 0); } } break; case 1: for (te = _text_effect_list; te != endof(_text_effect_list); te++) { if (te->string_id != INVALID_STRING_ID && dpi->left <= te->right * 2 - te->x && dpi->top <= te->bottom * 2 - te->y && dpi->left + dpi->width > te->x && dpi->top + dpi->height > te->y) { AddStringToDraw(te->x, te->y, (StringID)(te->string_id-1), te->params_1, te->params_2, 0); } } break; } } void DeleteAnimatedTile(TileIndex tile) { TileIndex* ti; for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) { if (tile == *ti) { /* remove the hole */ memmove(ti, ti + 1, endof(_animated_tile_list) - 1 - ti); /* and clear last item */ endof(_animated_tile_list)[-1] = 0; MarkTileDirtyByTile(tile); return; } } } bool AddAnimatedTile(TileIndex tile) { TileIndex* ti; for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) { if (tile == *ti || *ti == 0) { *ti = tile; MarkTileDirtyByTile(tile); return true; } } return false; } void AnimateAnimatedTiles(void) { const TileIndex* ti; for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) { AnimateTile(*ti); } } void InitializeAnimatedTiles(void) { memset(_animated_tile_list, 0, sizeof(_animated_tile_list)); } static void SaveLoad_ANIT(void) { // In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) if (CheckSavegameVersion(6)) { SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32); } else { SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_UINT32); } } const ChunkHandler _animated_tile_chunk_handlers[] = { { 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST}, };