379 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			379 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 "macros.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 150
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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 _textmsg_list[MAX_CHAT_MESSAGES];
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TileIndex _animated_tile_list[256];
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static bool _textmessage_dirty = false;
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static bool _textmessage_visible = false;
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/* The chatbox grows from the bottom so the coordinates are pixels from
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 * the left and pixels from the bottom. The height is the maximum height */
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static const Oblong _textmsg_box = {10, 30, 500, 150};
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static Pixel _textmessage_backup[150 * 500]; // (height * width)
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extern void memcpy_pitch(void *dst, void *src, int w, int h, int srcpitch, int dstpitch);
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static inline uint GetTextMessageCount(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 (_textmsg_list[i].message[0] == '\0') break;
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	}
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	return i;
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}
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/* Add a text message to the 'chat window' to be shown
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 * @param color The colour this message is to be shown in
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 * @param duration The duration of the chat message in game-days
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 * @param message message itself in printf() style */
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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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	const char *bufp;
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	va_list va;
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	uint msg_count;
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	uint16 lines;
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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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	/* Force linebreaks for strings that are too long */
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	lines = GB(FormatStringLinebreaks(buf, _textmsg_box.width - 8), 0, 16) + 1;
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	if (lines >= MAX_CHAT_MESSAGES) return;
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	msg_count = GetTextMessageCount();
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	/* We want to add more chat messages than there is free space for, remove 'old' */
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	if (lines > MAX_CHAT_MESSAGES - msg_count) {
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		int i = lines - (MAX_CHAT_MESSAGES - msg_count);
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		memmove(&_textmsg_list[0], &_textmsg_list[i], sizeof(_textmsg_list[0]) * (msg_count - i));
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		msg_count = MAX_CHAT_MESSAGES - lines;
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	}
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	for (bufp = buf; lines != 0; lines--) {
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		TextMessage *tmsg = &_textmsg_list[msg_count++];
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		ttd_strlcpy(tmsg->message, bufp, sizeof(tmsg->message));
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		/* The default colour for a message is player colour. Replace this with
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		 * white for any additional lines */
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		tmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR;
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		tmsg->end_date = _date + duration;
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		bufp += strlen(bufp) + 1; // jump to 'next line' in the formatted string
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	}
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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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		_textmsg_list[i].message[0] = '\0';
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	}
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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 >= _textmsg_box.x &&
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				_cursor.draw_pos.x <= _textmsg_box.x + _textmsg_box.width &&
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				_cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _textmsg_box.y - _textmsg_box.height &&
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				_cursor.draw_pos.y <= _screen.height - _textmsg_box.y) {
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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 + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
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			_textmessage_backup,
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			_textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch);
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		// And make sure it is updated next time
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		_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
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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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		TextMessage *tmsg = &_textmsg_list[i];
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		if (tmsg->message[0] == '\0') continue;
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		/* Message has expired, remove from the list */
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		if (tmsg->end_date < _date) {
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			/* Move the remaining messages over the current message */
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			if (i != MAX_CHAT_MESSAGES - 1) memmove(tmsg, tmsg + 1, sizeof(*tmsg) * (MAX_CHAT_MESSAGES - i - 1));
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			/* Mark the last item as empty */
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			_textmsg_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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	uint y, count;
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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) return;
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	/* Check if we have anything to draw at all */
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	count = GetTextMessageCount();
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	if (count == 0) 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 + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
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		_textmsg_box.width, _textmsg_box.height, _screen.pitch, _textmsg_box.width);
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	_cur_dpi = &_screen; // switch to _screen painting
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	/* Paint a half-transparent box behind the text messages */
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	GfxFillRect(
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			_textmsg_box.x,
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			_screen.height - _textmsg_box.y - count * 13 - 2,
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			_textmsg_box.x + _textmsg_box.width - 1,
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			_screen.height - _textmsg_box.y - 2,
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			0x322 | USE_COLORTABLE // black, but with some alpha for background
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		);
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	/* Paint the messages starting with the lowest at the bottom */
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	for (y = 13; count-- != 0; y += 13) {
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		DoDrawString(_textmsg_list[count].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - y + 1, _textmsg_list[count].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(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
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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) 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, lastof(buffer));
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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);
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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);
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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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