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-rw-r--r--src/signs.cpp277
1 files changed, 277 insertions, 0 deletions
diff --git a/src/signs.cpp b/src/signs.cpp
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index 000000000..4b2d48cd1
--- /dev/null
+++ b/src/signs.cpp
@@ -0,0 +1,277 @@
+/* $Id$ */
+
+#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 Sign *_new_sign;
+
+/**
+ * Called if a new block is added to the sign-pool
+ */
+static void SignPoolNewBlock(uint start_item)
+{
+ Sign *si;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (si = GetSign(start_item); si != NULL; si = (si->index + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : NULL) si->index = start_item++;
+}
+
+/* Initialize the sign-pool */
+DEFINE_OLD_POOL(Sign, Sign, SignPoolNewBlock, NULL)
+
+/**
+ *
+ * Update the coordinate of one sign
+ *
+ */
+static void UpdateSignVirtCoords(Sign *si)
+{
+ Point pt = RemapCoords(si->x, si->y, si->z);
+ SetDParam(0, si->str);
+ UpdateViewportSignPos(&si->sign, pt.x, pt.y - 6, STR_2806);
+}
+
+/**
+ *
+ * Update the coordinates of all signs
+ *
+ */
+void UpdateAllSignVirtCoords(void)
+{
+ Sign *si;
+
+ FOR_ALL_SIGNS(si) UpdateSignVirtCoords(si);
+
+}
+
+/**
+ *
+ * Marks the region of a sign as dirty
+ *
+ * @param si Pointer to the Sign
+ */
+static void MarkSignDirty(Sign *si)
+{
+ MarkAllViewportsDirty(
+ si->sign.left - 6,
+ si->sign.top - 3,
+ si->sign.left + si->sign.width_1 * 4 + 12,
+ si->sign.top + 45);
+}
+
+/**
+ *
+ * Allocates a new sign
+ *
+ * @return The pointer to the new sign, or NULL if there is no more free space
+ */
+static Sign *AllocateSign(void)
+{
+ Sign *si;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (si = GetSign(0); si != NULL; si = (si->index + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : NULL) {
+ if (!IsValidSign(si)) {
+ uint index = si->index;
+
+ memset(si, 0, sizeof(Sign));
+ si->index = index;
+
+ return si;
+ }
+ }
+
+ /* Check if we can add a block to the pool */
+ if (AddBlockToPool(&_Sign_pool))
+ return AllocateSign();
+
+ return NULL;
+}
+
+void DestroySign(Sign *si)
+{
+ DeleteName(si->str);
+}
+
+/**
+ * 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)
+{
+ Sign *si;
+
+ /* Try to locate a new sign */
+ si = AllocateSign();
+ if (si == 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;
+
+ si->str = STR_280A_SIGN;
+ 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 = si;
+ }
+
+ 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 (!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 (_cmd_text[0] != '\0') {
+ /* 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);
+ DeleteSign(si);
+
+ 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);
+ 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(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(void)
+{
+ Sign *si;
+
+ FOR_ALL_SIGNS(si) {
+ SlSetArrayIndex(si->index);
+ SlObject(si, _sign_desc);
+ }
+}
+
+/**
+ *
+ * Load all signs
+ *
+ */
+static void Load_SIGN(void)
+{
+ int index;
+ while ((index = SlIterateArray()) != -1) {
+ Sign *si;
+
+ if (!AddBlockIfNeeded(&_Sign_pool, index))
+ error("Signs: failed loading savegame: too many signs");
+
+ si = GetSign(index);
+ SlObject(si, _sign_desc);
+ }
+
+ _sign_sort_dirty = true;
+}
+
+const ChunkHandler _sign_chunk_handlers[] = {
+ { 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
+};