box of the string. Therefore rename the function to GetStringBoundingRect() and have it return a BoundingRect type of width/height
		
			
				
	
	
		
			377 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			377 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "functions.h"
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#include "strings.h"
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#include "gfx.h"
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#include "viewport.h"
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#include "saveload.h"
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#include "hal.h"
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#include "console.h"
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#include "string.h"
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#include "variables.h"
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#include "table/sprites.h"
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#include <stdarg.h> /* va_list */
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#include "date.h"
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typedef struct TextEffect {
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	StringID string_id;
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	int32 x;
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	int32 y;
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	int32 right;
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	int32 bottom;
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	uint16 duration;
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	uint32 params_1;
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	uint32 params_2;
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} TextEffect;
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#define MAX_TEXTMESSAGE_LENGTH 250
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typedef struct TextMessage {
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	char message[MAX_TEXTMESSAGE_LENGTH];
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	uint16 color;
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	Date end_date;
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} TextMessage;
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#define MAX_CHAT_MESSAGES 10
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static TextEffect _text_effect_list[30];
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static TextMessage _text_message_list[MAX_CHAT_MESSAGES];
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TileIndex _animated_tile_list[256];
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static int _textmessage_width = 0;
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static bool _textmessage_dirty = true;
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static bool _textmessage_visible = false;
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static const int _textmessage_box_left = 10; // Pixels from left
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static const int _textmessage_box_y = 150;  // Height of box
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static const int _textmessage_box_bottom = 30; // Pixels from bottom
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static const int _textmessage_box_max_width = 400; // Max width of box
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static Pixel _textmessage_backup[150 * 400]; // (y * max_width)
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extern void memcpy_pitch(void *d, void *s, int w, int h, int spitch, int dpitch);
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// Duration is in game-days
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void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...)
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{
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	char buf[MAX_TEXTMESSAGE_LENGTH];
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	va_list va;
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	size_t length;
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	uint i;
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	va_start(va, message);
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	vsnprintf(buf, lengthof(buf), message, va);
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	va_end(va);
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	/* Special color magic */
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	if ((color & 0xFF) == 0xC9) color = 0x1CA;
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	/* Cut the message till it fits inside the chatbox */
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	length = strlen(buf);
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	while (GetStringBoundingBox(buf).width > _textmessage_width - 9) buf[--length] = '\0';
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	/* Find an empty spot and put the message there */
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	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
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		if (_text_message_list[i].message[0] == '\0') {
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			// Empty spot
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			ttd_strlcpy(_text_message_list[i].message, buf, sizeof(_text_message_list[i].message));
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			_text_message_list[i].color = color;
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			_text_message_list[i].end_date = _date + duration;
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			_textmessage_dirty = true;
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			return;
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		}
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	}
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	// We did not found a free spot, trash the first one, and add to the end
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	memmove(&_text_message_list[0], &_text_message_list[1], sizeof(_text_message_list[0]) * (MAX_CHAT_MESSAGES - 1));
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	ttd_strlcpy(_text_message_list[MAX_CHAT_MESSAGES - 1].message, buf, sizeof(_text_message_list[MAX_CHAT_MESSAGES - 1].message));
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	_text_message_list[MAX_CHAT_MESSAGES - 1].color = color;
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	_text_message_list[MAX_CHAT_MESSAGES - 1].end_date = _date + duration;
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	_textmessage_dirty = true;
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}
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void InitTextMessage(void)
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{
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	uint i;
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	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
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		_text_message_list[i].message[0] = '\0';
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	}
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	_textmessage_width = _textmessage_box_max_width;
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}
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// Hide the textbox
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void UndrawTextMessage(void)
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{
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	if (_textmessage_visible) {
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		// Sometimes we also need to hide the cursor
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		//   This is because both textmessage and the cursor take a shot of the
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		//   screen before drawing.
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		//   Now the textmessage takes his shot and paints his data before the cursor
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		//   does, so in the shot of the cursor is the screen-data of the textmessage
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		//   included when the cursor hangs somewhere over the textmessage. To
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		//   avoid wrong repaints, we undraw the cursor in that case, and everything
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		//   looks nicely ;)
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		// (and now hope this story above makes sense to you ;))
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		if (_cursor.visible) {
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			if (_cursor.draw_pos.x + _cursor.draw_size.x >= _textmessage_box_left &&
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				_cursor.draw_pos.x <= _textmessage_box_left + _textmessage_width &&
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				_cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _textmessage_box_bottom - _textmessage_box_y &&
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				_cursor.draw_pos.y <= _screen.height - _textmessage_box_bottom) {
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				UndrawMouseCursor();
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			}
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		}
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		_textmessage_visible = false;
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		// Put our 'shot' back to the screen
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		memcpy_pitch(
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			_screen.dst_ptr + _textmessage_box_left + (_screen.height-_textmessage_box_bottom-_textmessage_box_y) * _screen.pitch,
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			_textmessage_backup,
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			_textmessage_width, _textmessage_box_y, _textmessage_width, _screen.pitch);
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		// And make sure it is updated next time
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		_video_driver->make_dirty(_textmessage_box_left, _screen.height-_textmessage_box_bottom-_textmessage_box_y, _textmessage_width, _textmessage_box_y);
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		_textmessage_dirty = true;
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	}
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}
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// Check if a message is expired every day
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void TextMessageDailyLoop(void)
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{
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	uint i;
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	for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
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		if (_text_message_list[i].message[0] == '\0') continue;
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		if (_date > _text_message_list[i].end_date) {
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			/* Move the remaining messages over the current message */
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			if (i != MAX_CHAT_MESSAGES - 1)
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				memmove(&_text_message_list[i], &_text_message_list[i + 1], sizeof(_text_message_list[i]) * (MAX_CHAT_MESSAGES - i - 1));
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			/* Mark the last item as empty */
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			_text_message_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0';
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			_textmessage_dirty = true;
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			/* Go one item back, because we moved the array 1 to the left */
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			i--;
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		}
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	}
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}
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// Draw the textmessage-box
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void DrawTextMessage(void)
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{
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	int i, j;
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	bool has_message;
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	if (!_textmessage_dirty) return;
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	// First undraw if needed
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	UndrawTextMessage();
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	if (_iconsole_mode == ICONSOLE_FULL)
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		return;
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	/* Check if we have anything to draw at all */
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	has_message = false;
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	for ( i = 0; i < MAX_CHAT_MESSAGES; i++) {
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		if (_text_message_list[i].message[0] == '\0') break;
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		has_message = true;
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	}
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	if (!has_message) return;
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	// Make a copy of the screen as it is before painting (for undraw)
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	memcpy_pitch(
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		_textmessage_backup,
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		_screen.dst_ptr + _textmessage_box_left + (_screen.height-_textmessage_box_bottom-_textmessage_box_y) * _screen.pitch,
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		_textmessage_width, _textmessage_box_y, _screen.pitch, _textmessage_width);
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	// Switch to _screen painting
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	_cur_dpi = &_screen;
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	j = 0;
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	// Paint the messages
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	for (i = MAX_CHAT_MESSAGES - 1; i >= 0; i--) {
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		if (_text_message_list[i].message[0] == '\0') continue;
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		j++;
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		GfxFillRect(_textmessage_box_left, _screen.height-_textmessage_box_bottom-j*13-2, _textmessage_box_left+_textmessage_width - 1, _screen.height-_textmessage_box_bottom-j*13+10, /* black, but with some alpha */ 0x322 | USE_COLORTABLE);
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		DoDrawString(_text_message_list[i].message, _textmessage_box_left + 2, _screen.height - _textmessage_box_bottom - j * 13 - 1, 0x10);
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		DoDrawString(_text_message_list[i].message, _textmessage_box_left + 3, _screen.height - _textmessage_box_bottom - j * 13, _text_message_list[i].color);
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	}
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	// Make sure the data is updated next flush
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	_video_driver->make_dirty(_textmessage_box_left, _screen.height-_textmessage_box_bottom-_textmessage_box_y, _textmessage_width, _textmessage_box_y);
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	_textmessage_visible = true;
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	_textmessage_dirty = false;
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}
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static void MarkTextEffectAreaDirty(TextEffect *te)
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{
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	MarkAllViewportsDirty(
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		te->x,
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		te->y - 1,
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		(te->right - te->x)*2 + te->x + 1,
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		(te->bottom - (te->y - 1)) * 2 + (te->y - 1) + 1
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	);
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}
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void AddTextEffect(StringID msg, int x, int y, uint16 duration)
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{
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	TextEffect *te;
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	int w;
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	char buffer[100];
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	if (_game_mode == GM_MENU)
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		return;
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	for (te = _text_effect_list; te->string_id != INVALID_STRING_ID; ) {
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		if (++te == endof(_text_effect_list)) return;
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	}
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	te->string_id = msg;
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	te->duration = duration;
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	te->y = y - 5;
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	te->bottom = y + 5;
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	te->params_1 = GetDParam(0);
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	te->params_2 = GetDParam(4);
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	GetString(buffer, msg);
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	w = GetStringBoundingBox(buffer).width;
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	te->x = x - (w >> 1);
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	te->right = x + (w >> 1) - 1;
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	MarkTextEffectAreaDirty(te);
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}
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static void MoveTextEffect(TextEffect *te)
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{
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	if (te->duration < 8) {
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		te->string_id = INVALID_STRING_ID;
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	} else {
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		te->duration -= 8;
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		te->y--;
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		te->bottom--;
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	}
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	MarkTextEffectAreaDirty(te);
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}
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void MoveAllTextEffects(void)
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{
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	TextEffect *te;
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	for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
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		if (te->string_id != INVALID_STRING_ID) MoveTextEffect(te);
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	}
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}
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void InitTextEffects(void)
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{
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	TextEffect *te;
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	for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
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		te->string_id = INVALID_STRING_ID;
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	}
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}
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void DrawTextEffects(DrawPixelInfo *dpi)
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{
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	const TextEffect* te;
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	switch (dpi->zoom) {
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		case 0:
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			for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
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				if (te->string_id != INVALID_STRING_ID &&
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						dpi->left <= te->right &&
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						dpi->top  <= te->bottom &&
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						dpi->left + dpi->width  > te->x &&
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						dpi->top  + dpi->height > te->y) {
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					AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2, 0);
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				}
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			}
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			break;
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		case 1:
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			for (te = _text_effect_list; te != endof(_text_effect_list); te++) {
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				if (te->string_id != INVALID_STRING_ID &&
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						dpi->left <= te->right  * 2 - te->x &&
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						dpi->top  <= te->bottom * 2 - te->y &&
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						dpi->left + dpi->width  > te->x &&
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						dpi->top  + dpi->height > te->y) {
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					AddStringToDraw(te->x, te->y, (StringID)(te->string_id-1), te->params_1, te->params_2, 0);
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				}
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			}
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			break;
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	}
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}
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void DeleteAnimatedTile(TileIndex tile)
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{
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	TileIndex* ti;
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	for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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		if (tile == *ti) {
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			/* remove the hole */
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			memmove(ti, ti + 1, endof(_animated_tile_list) - 1 - ti);
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			/* and clear last item */
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			endof(_animated_tile_list)[-1] = 0;
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			MarkTileDirtyByTile(tile);
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			return;
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		}
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	}
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}
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bool AddAnimatedTile(TileIndex tile)
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{
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	TileIndex* ti;
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	for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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		if (tile == *ti || *ti == 0) {
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			*ti = tile;
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			MarkTileDirtyByTile(tile);
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			return true;
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		}
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	}
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	return false;
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}
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void AnimateAnimatedTiles(void)
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{
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	const TileIndex* ti;
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	for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) {
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		AnimateTile(*ti);
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	}
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}
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void InitializeAnimatedTiles(void)
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{
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	memset(_animated_tile_list, 0, sizeof(_animated_tile_list));
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}
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static void SaveLoad_ANIT(void)
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{
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	// In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;)
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	if (CheckSavegameVersion(6)) {
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		SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32);
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	} else {
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		SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_UINT32);
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	}
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}
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const ChunkHandler _animated_tile_chunk_handlers[] = {
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	{ 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST},
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};
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