Files @ r3933:400e9c30928e
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Location: cpp/openttd-patchpack/source/signs.c

celestar
(svn r5070) Merged the bridge branch
-Feature: Bridges can now be placed above:
Any railway track combination (excluding depots and waypoints)
Any road combination (excluding depots)
Clear tiles (duh), including fields
Tunnel entrances
Bridge heads

Thanks to Tron for idea and implementation, KUDr for the yapf synchronization and many others for hours of testing

There are still a number of visual problems remaining, especially when electric railways are on or under the bridge.
DO NOT REPORT THOSE BUGS FOR THE TIME BEING please.
/* $Id$ */

#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 SignStruct *_new_sign_struct;

enum {
	/* Max signs: 64000 (4 * 16000) */
	SIGN_POOL_BLOCK_SIZE_BITS = 2,       /* In bits, so (1 << 2) == 4 */
	SIGN_POOL_MAX_BLOCKS      = 16000,
};

/**
 * Called if a new block is added to the sign-pool
 */
static void SignPoolNewBlock(uint start_item)
{
	SignStruct *ss;

	FOR_ALL_SIGNS_FROM(ss, start_item)
		ss->index = start_item++;
}

/* Initialize the sign-pool */
MemoryPool _sign_pool = { "Signs", SIGN_POOL_MAX_BLOCKS, SIGN_POOL_BLOCK_SIZE_BITS, sizeof(SignStruct), &SignPoolNewBlock, NULL, 0, 0, NULL };

/**
 *
 * 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 *ss;
	FOR_ALL_SIGNS(ss) {
		if (ss->str == 0) {
			uint index = ss->index;

			memset(ss, 0, sizeof(SignStruct));
			ss->index = index;

			return ss;
		}
	}

	/* Check if we can add a block to the pool */
	if (AddBlockToPool(&_sign_pool))
		return AllocateSign();

	return NULL;
}

/** 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)
{
	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) {
		int x = TileX(tile) * TILE_SIZE;
		int y = TileY(tile) * TILE_SIZE;

		ss->str = STR_280A_SIGN;
		ss->x = x;
		ss->y = y;
		ss->owner = _current_player; // owner of the sign; just eyecandy
		ss->z = GetSlopeZ(x,y);
		UpdateSignVirtCoords(ss);
		MarkSignDirty(ss);
		InvalidateWindow(WC_SIGN_LIST, 0);
		_sign_sort_dirty = true;
		_new_sign_struct = ss;
	}

	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 (!IsSignIndex(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) {
			SignStruct *ss = GetSign(p1);

			/* Delete the old name */
			DeleteName(ss->str);
			/* Assign the new one */
			ss->str = str;
			ss->owner = _current_player;

			/* Update; mark sign dirty twice, because it can either becom longer, or shorter */
			MarkSignDirty(ss);
			UpdateSignVirtCoords(ss);
			MarkSignDirty(ss);
			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) {
			SignStruct *ss = GetSign(p1);

			/* Delete the name */
			DeleteName(ss->str);
			ss->str = 0;

			MarkSignDirty(ss);
			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_struct);
		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(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, SL_MAX_VERSION),
	SLE_CONDVAR(SignStruct,y,					SLE_INT32, 5, SL_MAX_VERSION),
	SLE_CONDVAR(SignStruct,owner,			SLE_UINT8, 6, SL_MAX_VERSION),
	SLE_VAR(SignStruct,z,							SLE_UINT8),
	SLE_END()
};

/**
 *
 * Save all signs
 *
 */
static void Save_SIGN(void)
{
	SignStruct *ss;

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

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

		if (!AddBlockIfNeeded(&_sign_pool, index))
			error("Signs: failed loading savegame: too many signs");

		ss = GetSign(index);
		SlObject(ss, _sign_desc);
	}

	_sign_sort_dirty = true;
}

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