File diff r5583:398b6d85e7a3 → r5584:545d748cc681
src/signs.cpp
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new file 100644
 
/* $Id$ */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "table/strings.h"
 
#include "functions.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
 
 *
 
 */
 
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(void)
 
{
 
	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)
 
{
 
	MarkAllViewportsDirty(
 
		si->sign.left - 6,
 
		si->sign.top  - 3,
 
		si->sign.left + si->sign.width_1 * 4 + 12,
 
		si->sign.top  + 45);
 
}
 

	
 
/**
 
 *
 
 * Allocates a new sign
 
 *
 
 * @return The pointer to the new sign, or NULL if there is no more free space
 
 */
 
static Sign *AllocateSign(void)
 
{
 
	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;
 
}
 

	
 
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 p1 unused
 
 * @param p2 unused
 
 */
 
int32 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 0;
 
}
 

	
 
/** 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 p1 index of the sign to be renamed/removed
 
 * @param p2 unused
 
 */
 
int32 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 0;
 
}
 

	
 
/**
 
 *
 
 * Callback function that is called after a sign is placed
 
 *
 
 */
 
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
 
 *
 
 */
 
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(void)
 
{
 
	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(void)
 
{
 
	Sign *si;
 

	
 
	FOR_ALL_SIGNS(si) {
 
		SlSetArrayIndex(si->index);
 
		SlObject(si, _sign_desc);
 
	}
 
}
 

	
 
/**
 
 *
 
 * Load all signs
 
 *
 
 */
 
static void Load_SIGN(void)
 
{
 
	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;
 
}
 

	
 
const ChunkHandler _sign_chunk_handlers[] = {
 
	{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
 
};