Files @ r7882:cdf03a4ac84a
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Location: cpp/openttd-patchpack/source/src/signs.cpp

rubidium
(svn r11433) -Fix: starting OpenTTD with DOS files made it look weird out of the box.
-Change: make extra sprites (the ones not in the TTD GRFs) replaceable using Action 5.
-Feature: make replacing contiguous subsets of sprites in for some types possible in Action 5.
Note to GRF authors: when you replaced OpenTTD sprites that are not from the TTD GRF files using Action A, your GRF will not have the intended result anymore as the sprite numbers have changed. You should replace the Action A with an Action 5 from now on.
/* $Id$ */

/** @file signs.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "table/strings.h"
#include "strings.h"
#include "functions.h"
#include "landscape.h"
#include "player.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"
#include "variables.h"
#include "string.h"
#include "misc/autoptr.hpp"

SignID _new_sign_id;
uint _total_signs;

/* Initialize the sign-pool */
DEFINE_OLD_POOL_GENERIC(Sign, Sign)

Sign::Sign(StringID string)
{
	this->str = string;
}

Sign::~Sign()
{
	DeleteName(this->str);
	this->str = STR_NULL;
}

/**
 *
 * Update the coordinate of one sign
 * @param si Pointer to the Sign
 *
 */
static void UpdateSignVirtCoords(Sign *si)
{
	Point pt = RemapCoords(si->x, si->y, si->z);
	SetDParam(0, si->index);
	UpdateViewportSignPos(&si->sign, pt.x, pt.y - 6, STR_2806);
}

/**
 *
 * Update the coordinates of all signs
 *
 */
void UpdateAllSignVirtCoords()
{
	Sign *si;

	FOR_ALL_SIGNS(si) UpdateSignVirtCoords(si);

}

/**
 * Marks the region of a sign as dirty.
 *
 * This function marks the sign in all viewports as dirty for repaint.
 *
 * @param si Pointer to the Sign
 * @ingroup dirty
 */
static void MarkSignDirty(Sign *si)
{
	/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
		*  and there is no way for us to know which is the biggest. So make the
		*  biggest area dirty, and we are safe for sure. */
	MarkAllViewportsDirty(
		si->sign.left - 6,
		si->sign.top  - 3,
		si->sign.left + ScaleByZoom(si->sign.width_1 + 12, ZOOM_LVL_MAX),
		si->sign.top  + ScaleByZoom(12, ZOOM_LVL_MAX));
}

/**
 * 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 flags type of operation
 * @param p1 unused
 * @param p2 unused
 */
CommandCost CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
	/* Try to locate a new sign */
	Sign *si = new Sign(STR_280A_SIGN);
	if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS);
	AutoPtrT<Sign> s_auto_delete = si;

	/* When we execute, really make the sign */
	if (flags & DC_EXEC) {
		int x = TileX(tile) * TILE_SIZE;
		int y = TileY(tile) * TILE_SIZE;

		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_id = si->index;
		_total_signs++;
		s_auto_delete.Detach();
	}

	return CommandCost();
}

/** 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 flags type of operation
 * @param p1 index of the sign to be renamed/removed
 * @param p2 unused
 * @return 0 if succesfull, otherwise CMD_ERROR
 */
CommandCost 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 (!StrEmpty(_cmd_text)) {
		/* 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);
			delete si;

			InvalidateWindow(WC_SIGN_LIST, 0);
			_sign_sort_dirty = true;
			_total_signs--;
		}
	}

	return CommandCost();
}

/**
 * Callback function that is called after a sign is placed
 * @param success of the operation
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (success) {
		ShowRenameSignWindow(GetSign(_new_sign_id));
		ResetObjectToPlace();
	}
}

/**
 *
 * PlaceProc function, called when someone pressed the button if the
 *  sign-tool is selected
 * @param tile on which to place the sign
 */
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()
{
	_total_signs = 0;
	_Sign_pool.CleanPool();
	_Sign_pool.AddBlockToPool();
}

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()
{
	Sign *si;

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

/**
 *
 * Load all signs
 *
 */
static void Load_SIGN()
{
	_total_signs = 0;
	int index;
	while ((index = SlIterateArray()) != -1) {
		Sign *si = new (index) Sign();
		SlObject(si, _sign_desc);

		_total_signs++;
	}

	_sign_sort_dirty = true;
}

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