OpenTTD-patches/signs.c
truelight e416fe8066 (svn r2079) -Add: signlist, shows all signs in the map. Clicking on them, and you go
to the sign. Very needed for coop. You can find it under World Map.
2005-03-26 21:22:29 +00:00

276 lines
5.2 KiB
C

#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"
#include "strings.h"
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, 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 x/y
*
* @param p1 player number
* @param p2 not used
*/
int32 CmdPlaceSign(int x, int y, 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) {
ss->str = STR_280A_SIGN;
ss->x = x;
ss->y = y;
ss->owner = p1;
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
*
* @param sign_id Index of the sign
* @param new owner, if OWNER_NONE, sign will be removed, except in scenario editor, where signs have no owner
* and ownership has no influence of any kind
*/
int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 owner)
{
StringID str;
SignStruct *ss;
/* If GetDParam(0) == nothing, we delete the sign */
if (GetDParam(0) != 0 && (_game_mode == GM_EDITOR || owner != OWNER_NONE)) {
/* Create the name */
str = AllocateName((const char*)_decode_parameters, 0);
if (str == 0)
return CMD_ERROR;
if (flags & DC_EXEC) {
ss = GetSign(sign_id);
MarkSignDirty(ss);
/* Delete the old name */
DeleteName(ss->str);
/* Assign the new one */
ss->str = str;
ss->owner = owner;
/* Update */
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) {
ss = GetSign(sign_id);
/* 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, uint 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(uint tile)
{
DoCommandP(tile, _current_player, 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 byte _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, 255),
SLE_CONDVAR(SignStruct,y, SLE_INT32, 5, 255),
SLE_CONDVAR(SignStruct,owner, SLE_UINT8, 6, 255),
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},
};