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@ r1725:dcb3319784d1
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Location: cpp/openttd-patchpack/source/signs.c
r1725:dcb3319784d1
5.2 KiB
text/x-c
(svn r2229) - Fix: [ 1188777 ] Non-existing sprite #5125 (presignal). The DOS grf file trgi.grf has 6 less sprites than the windows one. This results in some segfaults for certain sprites. Fixed it by added a dummy grf file consisting ofr 6 sprites and loaded when using DOS gfx at the appropiate place.
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 | #include "stdafx.h"
#include "ttd.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 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);
InvalidateWindow(WC_SIGN_LIST, 0);
_sign_sort_dirty = true;
_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, except in scenario editor, where signs have no owner
* and ownership has no influence of any kind
*/
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 && (_game_mode == GM_EDITOR || owner != OWNER_NONE)) {
/* Create the name */
str = AllocateName((const char*)_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);
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) {
ss = GetSign(sign_id);
/* 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, 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)
{
CleanPool(&_sign_pool);
AddBlockToPool(&_sign_pool);
}
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 *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},
};
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