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/* $Id$ */
/** @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 "blitter/factory.hpp"
#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 uint8 _textmessage_backup[150 * 500 * 4]; // (height * width)
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) {
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
/* 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 */
blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _textmessage_backup, width, height, _textmsg_box.width);
/* 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()
{
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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) */
blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _textmessage_backup, width, height, _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:
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},
};
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