src/signs.c
changeset 5475 2e6990a8c7c4
parent 5216 8bd14ee39af2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/signs.c	Tue Jan 02 19:19:48 2007 +0000
@@ -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},
+};