/* $Id$ */ /** @file signs.cpp */ #include "stdafx.h" #include "openttd.h" #include "table/strings.h" #include "functions.h" #include "landscape.h" #include "player.h" #include "signs.h" #include "saveload.h" #include "command.h" #include "variables.h" static Sign *_new_sign; /** * Called if a new block is added to the sign-pool */ static void SignPoolNewBlock(uint start_item) { Sign *si; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (si = GetSign(start_item); si != NULL; si = (si->index + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : NULL) si->index = start_item++; } /* Initialize the sign-pool */ DEFINE_OLD_POOL(Sign, Sign, SignPoolNewBlock, NULL) /** * * Update the coordinate of one sign * @param si Pointer to the Sign * */ static void UpdateSignVirtCoords(Sign *si) { Point pt = RemapCoords(si->x, si->y, si->z); SetDParam(0, si->str); UpdateViewportSignPos(&si->sign, pt.x, pt.y - 6, STR_2806); } /** * * Update the coordinates of all signs * */ void UpdateAllSignVirtCoords() { Sign *si; FOR_ALL_SIGNS(si) UpdateSignVirtCoords(si); } /** * * Marks the region of a sign as dirty * * @param si Pointer to the Sign */ static void MarkSignDirty(Sign *si) { /* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom, * and there is no way for us to know which is the biggest. So make the * biggest area dirty, and we are safe for sure. */ MarkAllViewportsDirty( si->sign.left - 6, si->sign.top - 3, si->sign.left + ScaleByZoom(si->sign.width_1 + 12, ZOOM_LVL_MAX), si->sign.top + ScaleByZoom(12, ZOOM_LVL_MAX)); } /** * * Allocates a new sign * * @return The pointer to the new sign, or NULL if there is no more free space */ static Sign *AllocateSign() { Sign *si; /* We don't use FOR_ALL here, because FOR_ALL skips invalid items. * TODO - This is just a temporary stage, this will be removed. */ for (si = GetSign(0); si != NULL; si = (si->index + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : NULL) { if (!IsValidSign(si)) { uint index = si->index; memset(si, 0, sizeof(Sign)); si->index = index; return si; } } /* Check if we can add a block to the pool */ if (AddBlockToPool(&_Sign_pool)) return AllocateSign(); return NULL; } /** * Destroy a sign placed on the map * @param si Pointer to the Sign to remove */ void DestroySign(Sign *si) { DeleteName(si->str); } /** * Place a sign at the given coordinates. Ownership of sign has * no effect whatsoever except for the colour the sign gets for easy recognition, * but everybody is able to rename/remove it. * @param tile tile to place sign at * @param flags type of operation * @param p1 unused * @param p2 unused */ CommandCost CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Sign *si; /* Try to locate a new sign */ si = AllocateSign(); if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS); /* When we execute, really make the sign */ if (flags & DC_EXEC) { int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; si->str = STR_280A_SIGN; si->x = x; si->y = y; si->owner = _current_player; // owner of the sign; just eyecandy si->z = GetSlopeZ(x, y); UpdateSignVirtCoords(si); MarkSignDirty(si); InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; _new_sign = si; } return CommandCost(); } /** Rename a sign. If the new name of the sign is empty, we assume * the user wanted to delete it. So delete it. Ownership of signs * has no meaning/effect whatsoever except for eyecandy * @param tile unused * @param flags type of operation * @param p1 index of the sign to be renamed/removed * @param p2 unused * @return 0 if succesfull, otherwise CMD_ERROR */ CommandCost CmdRenameSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { if (!IsValidSignID(p1)) return CMD_ERROR; /* If _cmd_text 0 means the new text for the sign is non-empty. * So rename the sign. If it is empty, it has no name, so delete it */ if (_cmd_text[0] != '\0') { /* Create the name */ StringID str = AllocateName(_cmd_text, 0); if (str == 0) return CMD_ERROR; if (flags & DC_EXEC) { Sign *si = GetSign(p1); /* Delete the old name */ DeleteName(si->str); /* Assign the new one */ si->str = str; si->owner = _current_player; /* Update; mark sign dirty twice, because it can either becom longer, or shorter */ MarkSignDirty(si); UpdateSignVirtCoords(si); MarkSignDirty(si); 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) { Sign *si = GetSign(p1); MarkSignDirty(si); DeleteSign(si); InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; } } return CommandCost(); } /** * Callback function that is called after a sign is placed * @param success of the operation * @param tile unused * @param p1 unused * @param p2 unused */ void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2) { if (success) { ShowRenameSignWindow(_new_sign); ResetObjectToPlace(); } } /** * * PlaceProc function, called when someone pressed the button if the * sign-tool is selected * @param tile on which to place the sign */ void PlaceProc_Sign(TileIndex tile) { DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE)); } /** * * Initialize the signs * */ void InitializeSigns() { CleanPool(&_Sign_pool); AddBlockToPool(&_Sign_pool); } static const SaveLoad _sign_desc[] = { SLE_VAR(Sign, str, SLE_UINT16), SLE_CONDVAR(Sign, x, SLE_FILE_I16 | SLE_VAR_I32, 0, 4), SLE_CONDVAR(Sign, y, SLE_FILE_I16 | SLE_VAR_I32, 0, 4), SLE_CONDVAR(Sign, x, SLE_INT32, 5, SL_MAX_VERSION), SLE_CONDVAR(Sign, y, SLE_INT32, 5, SL_MAX_VERSION), SLE_CONDVAR(Sign, owner, SLE_UINT8, 6, SL_MAX_VERSION), SLE_VAR(Sign, z, SLE_UINT8), SLE_END() }; /** * * Save all signs * */ static void Save_SIGN() { Sign *si; FOR_ALL_SIGNS(si) { SlSetArrayIndex(si->index); SlObject(si, _sign_desc); } } /** * * Load all signs * */ static void Load_SIGN() { int index; while ((index = SlIterateArray()) != -1) { Sign *si; if (!AddBlockIfNeeded(&_Sign_pool, index)) error("Signs: failed loading savegame: too many signs"); si = GetSign(index); SlObject(si, _sign_desc); } _sign_sort_dirty = true; } extern const ChunkHandler _sign_chunk_handlers[] = { { 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST}, };