mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
921cc4e94a
- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers. - CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen. - CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
272 lines
5.6 KiB
C
272 lines
5.6 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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/** 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 x,y coordinates to place sign at
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* @param p1 unused
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* @param p2 unused
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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) 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 = _current_player; // owner of the sign; just eyecandy
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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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/** 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 x,y unused
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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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*/
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int32 CmdRenameSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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SignStruct *ss;
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/* If GetDParam(0) != 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 (GetDParam(0) != 0) {
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/* Create the name */
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StringID str = AllocateName((const char*)_decode_parameters, 0);
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if (str == 0) return CMD_ERROR;
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if (flags & DC_EXEC) {
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ss = GetSign(p1);
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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 = _current_player;
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/* Update; mark sign dirty twice, because it can either becom longer, or shorter */
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MarkSignDirty(ss);
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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 { /* Delete sign */
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if (flags & DC_EXEC) {
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ss = GetSign(p1);
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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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