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/* $Id$ */
/** @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"
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
* @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
*
* @param si Pointer to the Sign
*/
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));
}
/**
*
* Allocates a new sign
*
* @return The pointer to the new sign, or NULL if there is no more free space
*/
static Sign *AllocateSign()
{
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;
}
/**
* Destroy a sign placed on the map
* @param si Pointer to the Sign to remove
*/
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 flags type of operation
* @param p1 unused
* @param p2 unused
*/
CommandCost 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 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 (_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 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(_new_sign);
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()
{
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()
{
Sign *si;
FOR_ALL_SIGNS(si) {
SlSetArrayIndex(si->index);
SlObject(si, _sign_desc);
}
}
/**
*
* Load all signs
*
*/
static void Load_SIGN()
{
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;
}
extern const ChunkHandler _sign_chunk_handlers[] = {
{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
};
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