mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
260 lines
5.7 KiB
C++
260 lines
5.7 KiB
C++
/* $Id$ */
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/** @file signs.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "landscape.h"
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#include "player.h"
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#include "signs.h"
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#include "saveload.h"
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#include "command_func.h"
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#include "variables.h"
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#include "string.h"
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#include "misc/autoptr.hpp"
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#include "strings_func.h"
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SignID _new_sign_id;
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uint _total_signs;
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/* Initialize the sign-pool */
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DEFINE_OLD_POOL_GENERIC(Sign, Sign)
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Sign::Sign(StringID string)
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{
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this->str = string;
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}
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Sign::~Sign()
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{
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DeleteName(this->str);
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this->str = STR_NULL;
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}
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/**
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*
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* Update the coordinate of one sign
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* @param si Pointer to the Sign
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*
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*/
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static void UpdateSignVirtCoords(Sign *si)
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{
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Point pt = RemapCoords(si->x, si->y, si->z);
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SetDParam(0, si->index);
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UpdateViewportSignPos(&si->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()
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{
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Sign *si;
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FOR_ALL_SIGNS(si) UpdateSignVirtCoords(si);
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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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* This function marks the sign in all viewports as dirty for repaint.
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*
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* @param si Pointer to the Sign
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* @ingroup dirty
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*/
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static void MarkSignDirty(Sign *si)
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{
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/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
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* and there is no way for us to know which is the biggest. So make the
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* biggest area dirty, and we are safe for sure. */
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MarkAllViewportsDirty(
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si->sign.left - 6,
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si->sign.top - 3,
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si->sign.left + ScaleByZoom(si->sign.width_1 + 12, ZOOM_LVL_MAX),
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si->sign.top + ScaleByZoom(12, ZOOM_LVL_MAX));
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}
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/**
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* Place a sign at the given coordinates. Ownership of sign has
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* no effect whatsoever except for the colour the sign gets for easy recognition,
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* but everybody is able to rename/remove it.
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* @param tile tile to place sign at
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* @param flags type of operation
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* @param p1 unused
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* @param p2 unused
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*/
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CommandCost CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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/* Try to locate a new sign */
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Sign *si = new Sign(STR_280A_SIGN);
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if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS);
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AutoPtrT<Sign> s_auto_delete = si;
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/* When we execute, really make the sign */
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if (flags & DC_EXEC) {
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int x = TileX(tile) * TILE_SIZE;
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int y = TileY(tile) * TILE_SIZE;
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si->x = x;
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si->y = y;
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si->owner = _current_player; // owner of the sign; just eyecandy
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si->z = GetSlopeZ(x, y);
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UpdateSignVirtCoords(si);
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MarkSignDirty(si);
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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_new_sign_id = si->index;
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_total_signs++;
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s_auto_delete.Detach();
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}
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return CommandCost();
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}
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/** Rename a sign. If the new name of the sign is empty, we assume
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* the user wanted to delete it. So delete it. Ownership of signs
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* has no meaning/effect whatsoever except for eyecandy
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* @param tile unused
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* @param flags type of operation
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* @param p1 index of the sign to be renamed/removed
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* @param p2 unused
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* @return 0 if succesfull, otherwise CMD_ERROR
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*/
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CommandCost CmdRenameSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!IsValidSignID(p1)) return CMD_ERROR;
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/* If _cmd_text 0 means the new text for the sign is non-empty.
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* So rename the sign. If it is empty, it has no name, so delete it */
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if (!StrEmpty(_cmd_text)) {
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/* Create the name */
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StringID str = AllocateName(_cmd_text, 0);
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if (str == 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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Sign *si = GetSign(p1);
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/* Delete the old name */
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DeleteName(si->str);
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/* Assign the new one */
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si->str = str;
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si->owner = _current_player;
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/* Update; mark sign dirty twice, because it can either becom longer, or shorter */
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MarkSignDirty(si);
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UpdateSignVirtCoords(si);
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MarkSignDirty(si);
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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 { // Delete sign
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if (flags & DC_EXEC) {
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Sign *si = GetSign(p1);
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MarkSignDirty(si);
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delete si;
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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_total_signs--;
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}
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}
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return CommandCost();
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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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* @param success of the operation
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* @param tile unused
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* @param p1 unused
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* @param p2 unused
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*/
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void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) {
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ShowRenameSignWindow(GetSign(_new_sign_id));
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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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* @param tile on which to place the sign
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*/
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void PlaceProc_Sign(TileIndex tile)
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{
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DoCommandP(tile, 0, 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()
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{
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_total_signs = 0;
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_Sign_pool.CleanPool();
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_Sign_pool.AddBlockToPool();
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}
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static const SaveLoad _sign_desc[] = {
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SLE_VAR(Sign, str, SLE_UINT16),
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SLE_CONDVAR(Sign, x, SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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SLE_CONDVAR(Sign, y, SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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SLE_CONDVAR(Sign, x, SLE_INT32, 5, SL_MAX_VERSION),
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SLE_CONDVAR(Sign, y, SLE_INT32, 5, SL_MAX_VERSION),
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SLE_CONDVAR(Sign, owner, SLE_UINT8, 6, SL_MAX_VERSION),
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SLE_VAR(Sign, 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()
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{
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Sign *si;
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FOR_ALL_SIGNS(si) {
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SlSetArrayIndex(si->index);
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SlObject(si, _sign_desc);
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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()
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{
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_total_signs = 0;
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int index;
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while ((index = SlIterateArray()) != -1) {
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Sign *si = new (index) Sign();
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SlObject(si, _sign_desc);
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_total_signs++;
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}
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_sign_sort_dirty = true;
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}
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extern 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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