Files @ r1282:086fc2f1272e
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Location: cpp/openttd-patchpack/source/signs.c

truelight
(svn r1786) -Fix: unitnumber is increased to 16bit, so now you can have up to 5000
trains in one game (instead of the 240 which was the current value).
Default max allowed vehicles per type is changed:
Trains: 500 (old 80)
Road: 500 (old 80)
Ships: 200 (old 40)
Aicraft: 300 (old 50)
(Tnx to Celestar and Darkvater for checking the patch)
#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"

/**
 *
 * 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 *s;
	FOR_ALL_SIGNS(s)
		if (s->str == 0)
			return s;

	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);
		_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
 */
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 && owner != OWNER_NONE) {
		/* Create the name */
		str = AllocateName((byte*)_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);
		} 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);
		}
	}

	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)
{
	SignStruct *s;
	int i;

	memset(_sign_list, 0, sizeof(_sign_list[0]) * _sign_size);

	i = 0;
	FOR_ALL_SIGNS(s)
		s->index = i++;
}

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 *s;

	FOR_ALL_SIGNS(s) {
		/* Don't save empty signs */
		if (s->str != 0) {
			SlSetArrayIndex(s->index);
			SlObject(s, _sign_desc);
		}
	}
}

/**
 *
 * Load all signs
 *
 */
static void Load_SIGN(void)
{
	int index;
	while ((index = SlIterateArray()) != -1) {
		SignStruct *s = GetSign(index);

		SlObject(s, _sign_desc);
	}
}

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