mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-08 01:10:28 +00:00
3dae675f63
to the sign. Very needed for coop. You can find it under World Map.
276 lines
5.2 KiB
C
276 lines
5.2 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "table/strings.h"
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#include "signs.h"
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#include "saveload.h"
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#include "command.h"
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#include "strings.h"
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enum {
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/* Max signs: 64000 (4 * 16000) */
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SIGN_POOL_BLOCK_SIZE_BITS = 2, /* In bits, so (1 << 2) == 4 */
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SIGN_POOL_MAX_BLOCKS = 16000,
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};
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/**
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* Called if a new block is added to the sign-pool
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*/
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static void SignPoolNewBlock(uint start_item)
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{
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SignStruct *ss;
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FOR_ALL_SIGNS_FROM(ss, start_item)
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ss->index = start_item++;
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}
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/* Initialize the sign-pool */
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MemoryPool _sign_pool = { "Signs", SIGN_POOL_MAX_BLOCKS, SIGN_POOL_BLOCK_SIZE_BITS, sizeof(SignStruct), &SignPoolNewBlock, 0, 0, NULL };
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/**
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*
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* Update the coordinate of one sign
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*
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*/
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static void UpdateSignVirtCoords(SignStruct *ss)
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{
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Point pt = RemapCoords(ss->x, ss->y, ss->z);
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SetDParam(0, ss->str);
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UpdateViewportSignPos(&ss->sign, pt.x, pt.y - 6, STR_2806);
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}
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/**
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*
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* Update the coordinates of all signs
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*
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*/
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void UpdateAllSignVirtCoords(void)
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{
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SignStruct *ss;
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FOR_ALL_SIGNS(ss)
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if (ss->str != 0)
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UpdateSignVirtCoords(ss);
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}
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/**
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*
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* Marks the region of a sign as dirty
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*
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* @param ss Pointer to the SignStruct
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*/
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static void MarkSignDirty(SignStruct *ss)
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{
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MarkAllViewportsDirty(
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ss->sign.left - 6,
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ss->sign.top - 3,
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ss->sign.left + ss->sign.width_1 * 4 + 12,
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ss->sign.top + 45);
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}
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/**
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*
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* Allocates a new sign
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*
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* @return The pointer to the new sign, or NULL if there is no more free space
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*/
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static SignStruct *AllocateSign(void)
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{
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SignStruct *ss;
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FOR_ALL_SIGNS(ss) {
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if (ss->str == 0) {
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uint index = ss->index;
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memset(ss, 0, sizeof(SignStruct));
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ss->index = index;
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return ss;
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}
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_sign_pool))
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return AllocateSign();
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return NULL;
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}
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/**
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*
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* Place a sign at the given x/y
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*
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* @param p1 player number
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* @param p2 not used
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*/
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int32 CmdPlaceSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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SignStruct *ss;
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/* Try to locate a new sign */
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ss = AllocateSign();
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if (ss == NULL)
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return_cmd_error(STR_2808_TOO_MANY_SIGNS);
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/* When we execute, really make the sign */
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if (flags & DC_EXEC) {
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ss->str = STR_280A_SIGN;
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ss->x = x;
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ss->y = y;
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ss->owner = p1;
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ss->z = GetSlopeZ(x,y);
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UpdateSignVirtCoords(ss);
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MarkSignDirty(ss);
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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_new_sign_struct = ss;
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}
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return 0;
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}
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/**
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* Rename a sign
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*
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* @param sign_id Index of the sign
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* @param new owner, if OWNER_NONE, sign will be removed, except in scenario editor, where signs have no owner
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* and ownership has no influence of any kind
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*/
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int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 owner)
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{
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StringID str;
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SignStruct *ss;
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/* If GetDParam(0) == nothing, we delete the sign */
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if (GetDParam(0) != 0 && (_game_mode == GM_EDITOR || owner != OWNER_NONE)) {
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/* Create the name */
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str = AllocateName((const char*)_decode_parameters, 0);
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if (str == 0)
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return CMD_ERROR;
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if (flags & DC_EXEC) {
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ss = GetSign(sign_id);
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MarkSignDirty(ss);
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/* Delete the old name */
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DeleteName(ss->str);
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/* Assign the new one */
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ss->str = str;
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ss->owner = owner;
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/* Update */
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UpdateSignVirtCoords(ss);
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MarkSignDirty(ss);
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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} else {
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/* Free the name, because we did not assign it yet */
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DeleteName(str);
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}
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} else {
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/* Delete sign */
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if (flags & DC_EXEC) {
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ss = GetSign(sign_id);
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/* Delete the name */
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DeleteName(ss->str);
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ss->str = 0;
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MarkSignDirty(ss);
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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}
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}
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return 0;
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}
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/**
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*
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* Callback function that is called after a sign is placed
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*
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*/
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void CcPlaceSign(bool success, uint tile, uint32 p1, uint32 p2)
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{
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if (success) {
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ShowRenameSignWindow(_new_sign_struct);
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ResetObjectToPlace();
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}
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}
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/**
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*
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* PlaceProc function, called when someone pressed the button if the
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* sign-tool is selected
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*
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*/
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void PlaceProc_Sign(uint tile)
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{
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DoCommandP(tile, _current_player, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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}
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/**
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*
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* Initialize the signs
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*
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*/
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void InitializeSigns(void)
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{
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CleanPool(&_sign_pool);
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AddBlockToPool(&_sign_pool);
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}
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static const byte _sign_desc[] = {
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SLE_VAR(SignStruct,str, SLE_UINT16),
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SLE_CONDVAR(SignStruct,x, SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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SLE_CONDVAR(SignStruct,y, SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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SLE_CONDVAR(SignStruct,x, SLE_INT32, 5, 255),
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SLE_CONDVAR(SignStruct,y, SLE_INT32, 5, 255),
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SLE_CONDVAR(SignStruct,owner, SLE_UINT8, 6, 255),
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SLE_VAR(SignStruct,z, SLE_UINT8),
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SLE_END()
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};
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/**
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*
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* Save all signs
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*
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*/
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static void Save_SIGN(void)
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{
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SignStruct *ss;
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FOR_ALL_SIGNS(ss) {
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/* Don't save empty signs */
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if (ss->str != 0) {
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SlSetArrayIndex(ss->index);
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SlObject(ss, _sign_desc);
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}
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}
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}
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/**
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*
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* Load all signs
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*
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*/
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static void Load_SIGN(void)
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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SignStruct *ss;
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if (!AddBlockIfNeeded(&_sign_pool, index))
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error("Signs: failed loading savegame: too many signs");
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ss = GetSign(index);
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SlObject(ss, _sign_desc);
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}
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_sign_sort_dirty = true;
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}
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const ChunkHandler _sign_chunk_handlers[] = {
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{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
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};
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