/* $Id$ */ /** @file signs.cpp */ #include "stdafx.h" #include "openttd.h" #include "table/strings.h" #include "strings.h" #include "functions.h" #include "landscape.h" #include "player.h" #include "signs.h" #include "saveload.h" #include "command.h" #include "variables.h" #include "string.h" #include "misc/autoptr.hpp" SignID _new_sign_id; uint _total_signs; /* Initialize the sign-pool */ DEFINE_OLD_POOL_GENERIC(Sign, Sign) Sign::Sign(StringID string) { this->str = string; } Sign::~Sign() { DeleteName(this->str); this->str = STR_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->index); 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)); } /** * 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) { /* Try to locate a new sign */ Sign *si = new Sign(STR_280A_SIGN); if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS); AutoPtrT s_auto_delete = si; /* When we execute, really make the sign */ if (flags & DC_EXEC) { int x = TileX(tile) * TILE_SIZE; int y = TileY(tile) * TILE_SIZE; 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_id = si->index; _total_signs++; s_auto_delete.Detach(); } 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 (!StrEmpty(_cmd_text)) { /* 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); delete si; InvalidateWindow(WC_SIGN_LIST, 0); _sign_sort_dirty = true; _total_signs--; } } 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(GetSign(_new_sign_id)); 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() { _total_signs = 0; _Sign_pool.CleanPool(); _Sign_pool.AddBlockToPool(); } 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() { _total_signs = 0; int index; while ((index = SlIterateArray()) != -1) { Sign *si = new (index) Sign(); SlObject(si, _sign_desc); _total_signs++; } _sign_sort_dirty = true; } extern const ChunkHandler _sign_chunk_handlers[] = { { 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST}, };