Files @ r2008:5e435ad4c8e4
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Location: cpp/openttd-patchpack/source/signs.c

hackykid
(svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
- Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings.
- Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"
#include "strings.h"

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, 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 x,y coordinates to place sign at
 * @param p1 unused
 * @param p2 unused
 */
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 = _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 x,y unused
 * @param p1 index of the sign to be renamed/removed
 * @param p2 unused
 */
int32 CmdRenameSign(int x, int y, 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, _current_player, 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, 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 *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},
};