Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/texteff.cpp - annotation

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
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/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file texteff.cpp Handling of text effects. */

#include "stdafx.h"
#include "texteff.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/smallvec_type.hpp"
#include "viewport_func.h"
#include "settings_type.h"
#include "guitimer_func.h"

#include "safeguards.h"

/** Container for all information about a text effect */
struct TextEffect : public ViewportSign {
	uint64 params_1;     ///< DParam parameter
	uint64 params_2;     ///< second DParam parameter
	StringID string_id;  ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
	uint8 duration;      ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
	TextEffectMode mode; ///< Type of text effect

	/** Reset the text effect */
	void Reset()
	{
		this->MarkDirty();
		this->width_normal = 0;
		this->string_id = INVALID_STRING_ID;
	}
};

static std::vector<struct TextEffect> _text_effects; ///< Text effects are stored there

/* Text Effects */
TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
{
	if (_game_mode == GM_MENU) return INVALID_TE_ID;

	TextEffectID i;
	for (i = 0; i < _text_effects.size(); i++) {
		if (_text_effects[i].string_id == INVALID_STRING_ID) break;
	}
	if (i == _text_effects.size()) _text_effects.emplace_back();

	TextEffect &te = _text_effects[i];

	/* Start defining this object */
	te.string_id = msg;
	te.duration = duration;
	te.params_1 = GetDParam(0);
	te.params_2 = GetDParam(1);
	te.mode = mode;

	/* Make sure we only dirty the new area */
	te.width_normal = 0;
	te.UpdatePosition(center, y, msg);

	return i;
}

void UpdateTextEffect(TextEffectID te_id, StringID msg)
{
	/* Update details */
	TextEffect *te = _text_effects.data() + te_id;
	if (msg == te->string_id && GetDParam(0) == te->params_1) return;
	te->string_id = msg;
	te->params_1 = GetDParam(0);
	te->params_2 = GetDParam(1);

	te->UpdatePosition(te->center, te->top, msg);
}

void RemoveTextEffect(TextEffectID te_id)
{
	_text_effects[te_id].Reset();
}

void MoveAllTextEffects(uint delta_ms)
{
	static GUITimer texteffecttimer = GUITimer(MILLISECONDS_PER_TICK);
	uint count = texteffecttimer.CountElapsed(delta_ms);
	if (count == 0) return;

	for (TextEffect &te : _text_effects) {
		if (te.string_id == INVALID_STRING_ID) continue;
		if (te.mode != TE_RISING) continue;

		if (te.duration < count) {
			te.Reset();
			continue;
		}

		te.MarkDirty(ZOOM_LVL_OUT_8X);
		te.duration -= count;
		te.top -= count * ZOOM_LVL_BASE;
		te.MarkDirty(ZOOM_LVL_OUT_8X);
	}
}

void InitTextEffects()
{
	_text_effects.clear();
	_text_effects.shrink_to_fit();
}

void DrawTextEffects(DrawPixelInfo *dpi)
{
	/* Don't draw the text effects when zoomed out a lot */
	if (dpi->zoom > ZOOM_LVL_OUT_8X) return;

	for (TextEffect &te : _text_effects) {
		if (te.string_id == INVALID_STRING_ID) continue;
		if (te.mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
			ViewportAddString(dpi, ZOOM_LVL_OUT_8X, &te, te.string_id, te.string_id - 1, STR_NULL, te.params_1, te.params_2);
		}
	}
}