Files @ r6669:831ea297162a
Branch filter:

Location: cpp/openttd-patchpack/source/src/texteff.cpp

maedhros
(svn r9900) -Codechange: Separate the variables for how to highlight a land area and what to do with it afterwards.
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
/* $Id$ */

/** @file texteff.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "macros.h"
#include "strings.h"
#include "gfx.h"
#include "landscape.h"
#include "viewport.h"
#include "saveload.h"
#include "hal.h"
#include "console.h"
#include "string.h"
#include "variables.h"
#include "table/sprites.h"
#include <stdarg.h> /* va_list */
#include "date.h"

enum {
	MAX_TEXTMESSAGE_LENGTH = 200,
	MAX_TEXT_MESSAGES      =  30,
	MAX_CHAT_MESSAGES      =  10,
	MAX_ANIMATED_TILES     = 256,
};

struct TextEffect {
	StringID string_id;
	int32 x;
	int32 y;
	int32 right;
	int32 bottom;
	uint16 duration;
	uint32 params_1;
	uint32 params_2;
};


struct TextMessage {
	char message[MAX_TEXTMESSAGE_LENGTH];
	uint16 color;
	Date end_date;
};

static TextEffect _text_effect_list[MAX_TEXT_MESSAGES];
static TextMessage _textmsg_list[MAX_CHAT_MESSAGES];
TileIndex _animated_tile_list[MAX_ANIMATED_TILES];

static bool _textmessage_dirty = false;
static bool _textmessage_visible = false;

/* The chatbox grows from the bottom so the coordinates are pixels from
 * the left and pixels from the bottom. The height is the maximum height */
static const Oblong _textmsg_box = {10, 30, 500, 150};
static Pixel _textmessage_backup[150 * 500]; // (height * width)

extern void memcpy_pitch(void *dst, void *src, int w, int h, int srcpitch, int dstpitch);

static inline uint GetTextMessageCount()
{
	uint i;

	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
		if (_textmsg_list[i].message[0] == '\0') break;
	}

	return i;
}

/* Add a text message to the 'chat window' to be shown
 * @param color The colour this message is to be shown in
 * @param duration The duration of the chat message in game-days
 * @param message message itself in printf() style */
void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...)
{
	char buf[MAX_TEXTMESSAGE_LENGTH];
	const char *bufp;
	va_list va;
	uint msg_count;
	uint16 lines;

	va_start(va, message);
	vsnprintf(buf, lengthof(buf), message, va);
	va_end(va);


	Utf8TrimString(buf, MAX_TEXTMESSAGE_LENGTH);

	/* Force linebreaks for strings that are too long */
	lines = GB(FormatStringLinebreaks(buf, _textmsg_box.width - 8), 0, 16) + 1;
	if (lines >= MAX_CHAT_MESSAGES) return;

	msg_count = GetTextMessageCount();
	/* We want to add more chat messages than there is free space for, remove 'old' */
	if (lines > MAX_CHAT_MESSAGES - msg_count) {
		int i = lines - (MAX_CHAT_MESSAGES - msg_count);
		memmove(&_textmsg_list[0], &_textmsg_list[i], sizeof(_textmsg_list[0]) * (msg_count - i));
		msg_count = MAX_CHAT_MESSAGES - lines;
	}

	for (bufp = buf; lines != 0; lines--) {
		TextMessage *tmsg = &_textmsg_list[msg_count++];
		ttd_strlcpy(tmsg->message, bufp, sizeof(tmsg->message));

		/* The default colour for a message is player colour. Replace this with
		 * white for any additional lines */
		tmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR;
		tmsg->end_date = _date + duration;

		bufp += strlen(bufp) + 1; // jump to 'next line' in the formatted string
	}

	_textmessage_dirty = true;
}

void InitTextMessage()
{
	uint i;

	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
		_textmsg_list[i].message[0] = '\0';
	}
}

/** Hide the textbox */
void UndrawTextMessage()
{
	if (_textmessage_visible) {
		/* Sometimes we also need to hide the cursor
		 *   This is because both textmessage and the cursor take a shot of the
		 *   screen before drawing.
		 *   Now the textmessage takes his shot and paints his data before the cursor
		 *   does, so in the shot of the cursor is the screen-data of the textmessage
		 *   included when the cursor hangs somewhere over the textmessage. To
		 *   avoid wrong repaints, we undraw the cursor in that case, and everything
		 *   looks nicely ;)
		 * (and now hope this story above makes sense to you ;))
		 */

		if (_cursor.visible) {
			if (_cursor.draw_pos.x + _cursor.draw_size.x >= _textmsg_box.x &&
				_cursor.draw_pos.x <= _textmsg_box.x + _textmsg_box.width &&
				_cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _textmsg_box.y - _textmsg_box.height &&
				_cursor.draw_pos.y <= _screen.height - _textmsg_box.y) {
				UndrawMouseCursor();
			}
		}

		int x      = _textmsg_box.x;
		int y      = _screen.height - _textmsg_box.y - _textmsg_box.height;
		int width  = _textmsg_box.width;
		int height = _textmsg_box.height;
		if (y < 0) {
			height = max(height + y, min(_textmsg_box.height, _screen.height));
			y = 0;
		}
		if (x + width >= _screen.width) {
			width = _screen.width - x;
		}
		if (width <= 0 || height <= 0) return;

		_textmessage_visible = false;
		/* Put our 'shot' back to the screen */
		memcpy_pitch(
			_screen.dst_ptr + x + y * _screen.pitch,
			_textmessage_backup,
			width, height, _textmsg_box.width, _screen.pitch);

		/* And make sure it is updated next time */
		_video_driver->make_dirty(x, y, width, height);

		_textmessage_dirty = true;
	}
}

/** Check if a message is expired every day */
void TextMessageDailyLoop()
{
	uint i;

	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
		TextMessage *tmsg = &_textmsg_list[i];
		if (tmsg->message[0] == '\0') continue;

		/* Message has expired, remove from the list */
		if (tmsg->end_date < _date) {
			/* Move the remaining messages over the current message */
			if (i != MAX_CHAT_MESSAGES - 1) memmove(tmsg, tmsg + 1, sizeof(*tmsg) * (MAX_CHAT_MESSAGES - i - 1));

			/* Mark the last item as empty */
			_textmsg_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0';
			_textmessage_dirty = true;

			/* Go one item back, because we moved the array 1 to the left */
			i--;
		}
	}
}

/** Draw the textmessage-box */
void DrawTextMessage()
{
	if (!_textmessage_dirty) return;

	/* First undraw if needed */
	UndrawTextMessage();

	if (_iconsole_mode == ICONSOLE_FULL) return;

	/* Check if we have anything to draw at all */
	uint count = GetTextMessageCount();
	if (count == 0) return;

	int x      = _textmsg_box.x;
	int y      = _screen.height - _textmsg_box.y - _textmsg_box.height;
	int width  = _textmsg_box.width;
	int height = _textmsg_box.height;
	if (y < 0) {
		height = max(height + y, min(_textmsg_box.height, _screen.height));
		y = 0;
	}
	if (x + width >= _screen.width) {
		width = _screen.width - x;
	}
	if (width <= 0 || height <= 0) return;

	/* Make a copy of the screen as it is before painting (for undraw) */
	memcpy_pitch(
		_textmessage_backup,
		_screen.dst_ptr + x + y * _screen.pitch,
		width, height, _screen.pitch, _textmsg_box.width);

	_cur_dpi = &_screen; // switch to _screen painting

	/* Paint a half-transparent box behind the text messages */
	GfxFillRect(
			_textmsg_box.x,
			_screen.height - _textmsg_box.y - count * 13 - 2,
			_textmsg_box.x + _textmsg_box.width - 1,
			_screen.height - _textmsg_box.y - 2,
			PALETTE_TO_TRANSPARENT | (1 << USE_COLORTABLE) // black, but with some alpha for background
		);

	/* Paint the messages starting with the lowest at the bottom */
	for (uint y = 13; count-- != 0; y += 13) {
		DoDrawString(_textmsg_list[count].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - y + 1, _textmsg_list[count].color);
	}

	/* Make sure the data is updated next flush */
	_video_driver->make_dirty(x, y, width, height);

	_textmessage_visible = true;
	_textmessage_dirty = false;
}

static void MarkTextEffectAreaDirty(TextEffect *te)
{
	MarkAllViewportsDirty(
		te->x,
		te->y - 1,
		(te->right - te->x)*2 + te->x + 1,
		(te->bottom - (te->y - 1)) * 2 + (te->y - 1) + 1
	);
}

void AddTextEffect(StringID msg, int x, int y, uint16 duration)
{
	TextEffect *te;
	int w;
	char buffer[100];

	if (_game_mode == GM_MENU) return;

	for (te = _text_effect_list; te->string_id != INVALID_STRING_ID; ) {
		if (++te == endof(_text_effect_list)) return;
	}

	te->string_id = msg;
	te->duration = duration;
	te->y = y - 5;
	te->bottom = y + 5;
	te->params_1 = GetDParam(0);
	te->params_2 = GetDParam(4);

	GetString(buffer, msg, lastof(buffer));
	w = GetStringBoundingBox(buffer).width;

	te->x = x - (w >> 1);
	te->right = x + (w >> 1) - 1;
	MarkTextEffectAreaDirty(te);
}

static void MoveTextEffect(TextEffect *te)
{
	if (te->duration < 8) {
		te->string_id = INVALID_STRING_ID;
	} else {
		te->duration -= 8;
		te->y--;
		te->bottom--;
	}
	MarkTextEffectAreaDirty(te);
}

void MoveAllTextEffects()
{
	TextEffect *te;

	for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
		if (te->string_id != INVALID_STRING_ID) MoveTextEffect(te);
	}
}

void InitTextEffects()
{
	TextEffect *te;

	for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
		te->string_id = INVALID_STRING_ID;
	}
}

void DrawTextEffects(DrawPixelInfo *dpi)
{
	const TextEffect* te;

	switch (dpi->zoom) {
		case ZOOM_LVL_NORMAL:
			for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
				if (te->string_id != INVALID_STRING_ID &&
						dpi->left <= te->right &&
						dpi->top  <= te->bottom &&
						dpi->left + dpi->width  > te->x &&
						dpi->top  + dpi->height > te->y) {
					AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2);
				}
			}
			break;

		case ZOOM_LVL_OUT_2X:
			for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
				if (te->string_id != INVALID_STRING_ID &&
						dpi->left <= te->right  * 2 - te->x &&
						dpi->top  <= te->bottom * 2 - te->y &&
						dpi->left + dpi->width  > te->x &&
						dpi->top  + dpi->height > te->y) {
					AddStringToDraw(te->x, te->y, (StringID)(te->string_id-1), te->params_1, te->params_2);
				}
			}
			break;

		case ZOOM_LVL_OUT_4X:
		case ZOOM_LVL_OUT_8X:
		case ZOOM_LVL_OUT_16X:
			break;

		default: NOT_REACHED();
	}
}

void DeleteAnimatedTile(TileIndex tile)
{
	TileIndex *ti;

	for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
		if (tile == *ti) {
			/* remove the hole */
			memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(*ti));
			/* and clear last item */
			*lastof(_animated_tile_list) = 0;
			MarkTileDirtyByTile(tile);
			return;
		}
	}
}

bool AddAnimatedTile(TileIndex tile)
{
	TileIndex *ti;

	for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
		if (tile == *ti || *ti == 0) {
			*ti = tile;
			MarkTileDirtyByTile(tile);
			return true;
		}
	}

	return false;
}

void AnimateAnimatedTiles()
{
	const TileIndex* ti;

	for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) {
		AnimateTile(*ti);
	}
}

void InitializeAnimatedTiles()
{
	memset(_animated_tile_list, 0, sizeof(_animated_tile_list));
}

static void SaveLoad_ANIT()
{
	/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
	if (CheckSavegameVersion(6)) {
		SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32);
	} else {
		SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_UINT32);
	}
}


extern const ChunkHandler _animated_tile_chunk_handlers[] = {
	{ 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST},
};