texteff.c
author KUDr
Sun, 31 Dec 2006 02:53:23 +0000
branchcustombridgeheads
changeset 5611 11da6bafbfb9
parent 5026 c8b7148798ac
child 5375 44fe20777771
child 5623 ef2a8a524a95
permissions -rw-r--r--
(svn r7687) [cbh] - Fix: trains can now enter the bridge from side. They still can't leave it from side (pathfinder will need to be invoked when the other ramp is entered). Also the code is not very clear and needs review. It is more proof of concept than final solution. I hope that somebody smarter (Celestar) can do it better.
/* $Id$ */

#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "macros.h"
#include "strings.h"
#include "gfx.h"
#include "viewport.h"
#include "saveload.h"
#include "hal.h"
#include "console.h"
#include "string.h"
#include "variables.h"
#include "table/sprites.h"
#include <stdarg.h> /* va_list */
#include "date.h"

typedef struct TextEffect {
	StringID string_id;
	int32 x;
	int32 y;
	int32 right;
	int32 bottom;
	uint16 duration;
	uint32 params_1;
	uint32 params_2;
} TextEffect;

#define MAX_TEXTMESSAGE_LENGTH 150

typedef struct TextMessage {
	char message[MAX_TEXTMESSAGE_LENGTH];
	uint16 color;
	Date end_date;
} TextMessage;

#define MAX_CHAT_MESSAGES 10
static TextEffect _text_effect_list[30];
static TextMessage _textmsg_list[MAX_CHAT_MESSAGES];
TileIndex _animated_tile_list[256];

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 Pixel _textmessage_backup[150 * 500]; // (height * width)

extern void memcpy_pitch(void *dst, void *src, int w, int h, int srcpitch, int dstpitch);

static inline uint GetTextMessageCount(void)
{
	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);

	/* 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(void)
{
	uint i;

	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
		_textmsg_list[i].message[0] = '\0';
	}
}

// Hide the textbox
void UndrawTextMessage(void)
{
	if (_textmessage_visible) {
		// 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();
			}
		}

		_textmessage_visible = false;
		// Put our 'shot' back to the screen
		memcpy_pitch(
			_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
			_textmessage_backup,
			_textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch);

		// And make sure it is updated next time
		_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);

		_textmessage_dirty = true;
	}
}

// Check if a message is expired every day
void TextMessageDailyLoop(void)
{
	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(void)
{
	uint y, count;

	if (!_textmessage_dirty) return;

	// First undraw if needed
	UndrawTextMessage();

	if (_iconsole_mode == ICONSOLE_FULL) return;

	/* Check if we have anything to draw at all */
	count = GetTextMessageCount();
	if (count == 0) return;

	// Make a copy of the screen as it is before painting (for undraw)
	memcpy_pitch(
		_textmessage_backup,
		_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
		_textmsg_box.width, _textmsg_box.height, _screen.pitch, _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,
			0x322 | USE_COLORTABLE // black, but with some alpha for background
		);

	/* Paint the messages starting with the lowest at the bottom */
	for (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(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.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(void)
{
	TextEffect *te;

	for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
		if (te->string_id != INVALID_STRING_ID) MoveTextEffect(te);
	}
}

void InitTextEffects(void)
{
	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 0:
			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 1:
			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;
	}
}

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, endof(_animated_tile_list) - 1 - ti);
			/* and clear last item */
			endof(_animated_tile_list)[-1] = 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(void)
{
	const TileIndex* ti;

	for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) {
		AnimateTile(*ti);
	}
}

void InitializeAnimatedTiles(void)
{
	memset(_animated_tile_list, 0, sizeof(_animated_tile_list));
}

static void SaveLoad_ANIT(void)
{
	// 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);
	}
}


const ChunkHandler _animated_tile_chunk_handlers[] = {
	{ 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST},
};