551 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			551 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file texteff.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "tile_cmd.h"
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#include "landscape.h"
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#include "gfx_func.h"
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#include "saveload.h"
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#include "console.h"
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#include "variables.h"
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#include "blitter/factory.hpp"
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#include "texteff.hpp"
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#include "video/video_driver.hpp"
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#include "transparency.h"
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#include "strings_func.h"
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#include "core/alloc_func.hpp"
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#include "date_func.h"
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#include "functions.h"
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#include "viewport_func.h"
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#include "settings_type.h"
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#include "table/sprites.h"
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#include <stdarg.h> /* va_list */
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enum {
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	MAX_TEXTMESSAGE_LENGTH = 200,
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	INIT_NUM_TEXT_MESSAGES =  20,
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	MAX_CHAT_MESSAGES      =  10,
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};
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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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	uint64 params_1;
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	uint64 params_2;
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	TextEffectMode mode;
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};
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struct ChatMessage {
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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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};
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/* used for text effects */
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static TextEffect *_text_effect_list = NULL;
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static uint16 _num_text_effects = INIT_NUM_TEXT_MESSAGES;
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/* used for chat window */
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static ChatMessage _chatmsg_list[MAX_CHAT_MESSAGES];
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static bool _chatmessage_dirty = false;
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static bool _chatmessage_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 PointDimension _chatmsg_box = {10, 30, 500, 150};
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static uint8 _chatmessage_backup[150 * 500 * 6]; // (height * width)
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static inline uint GetChatMessageCount()
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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 (_chatmsg_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 AddChatMessage(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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	Utf8TrimString(buf, MAX_TEXTMESSAGE_LENGTH);
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	/* Force linebreaks for strings that are too long */
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	lines = GB(FormatStringLinebreaks(buf, _chatmsg_box.width - 8), 0, 16) + 1;
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	if (lines >= MAX_CHAT_MESSAGES) return;
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	msg_count = GetChatMessageCount();
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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(&_chatmsg_list[0], &_chatmsg_list[i], sizeof(_chatmsg_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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		ChatMessage *cmsg = &_chatmsg_list[msg_count++];
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		ttd_strlcpy(cmsg->message, bufp, sizeof(cmsg->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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		cmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR;
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		cmsg->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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	_chatmessage_dirty = true;
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}
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void InitChatMessage()
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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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		_chatmsg_list[i].message[0] = '\0';
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	}
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}
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/** Hide the chatbox */
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void UndrawChatMessage()
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{
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	if (_chatmessage_visible) {
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		Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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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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		 */
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		if (_cursor.visible) {
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			if (_cursor.draw_pos.x + _cursor.draw_size.x >= _chatmsg_box.x &&
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				_cursor.draw_pos.x <= _chatmsg_box.x + _chatmsg_box.width &&
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				_cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _chatmsg_box.y - _chatmsg_box.height &&
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				_cursor.draw_pos.y <= _screen.height - _chatmsg_box.y) {
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				UndrawMouseCursor();
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			}
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		}
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		int x      = _chatmsg_box.x;
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		int y      = _screen.height - _chatmsg_box.y - _chatmsg_box.height;
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		int width  = _chatmsg_box.width;
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		int height = _chatmsg_box.height;
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		if (y < 0) {
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			height = max(height + y, min(_chatmsg_box.height, _screen.height));
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			y = 0;
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		}
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		if (x + width >= _screen.width) {
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			width = _screen.width - x;
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		}
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		if (width <= 0 || height <= 0) return;
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		_chatmessage_visible = false;
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		/* Put our 'shot' back to the screen */
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		blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
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		/* And make sure it is updated next time */
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		_video_driver->MakeDirty(x, y, width, height);
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		_chatmessage_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 ChatMessageDailyLoop()
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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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		ChatMessage *cmsg = &_chatmsg_list[i];
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		if (cmsg->message[0] == '\0') continue;
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		/* Message has expired, remove from the list */
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		if (cmsg->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(cmsg, cmsg + 1, sizeof(*cmsg) * (MAX_CHAT_MESSAGES - i - 1));
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			/* Mark the last item as empty */
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			_chatmsg_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0';
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			_chatmessage_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 chat message-box */
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void DrawChatMessage()
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{
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	Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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	if (!_chatmessage_dirty) return;
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	/* First undraw if needed */
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	UndrawChatMessage();
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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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	uint count = GetChatMessageCount();
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	if (count == 0) return;
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	int x      = _chatmsg_box.x;
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	int y      = _screen.height - _chatmsg_box.y - _chatmsg_box.height;
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	int width  = _chatmsg_box.width;
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	int height = _chatmsg_box.height;
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	if (y < 0) {
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		height = max(height + y, min(_chatmsg_box.height, _screen.height));
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		y = 0;
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	}
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	if (x + width >= _screen.width) {
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		width = _screen.width - x;
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	}
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	if (width <= 0 || height <= 0) return;
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	assert(blitter->BufferSize(width, height) < (int)sizeof(_chatmessage_backup));
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	/* Make a copy of the screen as it is before painting (for undraw) */
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	blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
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	_cur_dpi = &_screen; // switch to _screen painting
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	/* Paint a half-transparent box behind the chat messages */
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	GfxFillRect(
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			_chatmsg_box.x,
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			_screen.height - _chatmsg_box.y - count * 13 - 2,
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			_chatmsg_box.x + _chatmsg_box.width - 1,
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			_screen.height - _chatmsg_box.y - 2,
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			PALETTE_TO_TRANSPARENT | (1 << USE_COLORTABLE) // black, but with some alpha for background
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		);
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	/* Paint the chat messages starting with the lowest at the bottom */
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	for (uint y = 13; count-- != 0; y += 13) {
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		DoDrawString(_chatmsg_list[count].message, _chatmsg_box.x + 3, _screen.height - _chatmsg_box.y - y + 1, _chatmsg_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->MakeDirty(x, y, width, height);
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	_chatmessage_visible = true;
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	_chatmessage_dirty = false;
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}
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/* Text Effects */
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/**
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 * Mark the area of the text effect as dirty.
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 *
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 * This function marks the area of a text effect as dirty for repaint.
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 *
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 * @param te The TextEffect to mark the area dirty
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 * @ingroup dirty
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 */
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static void MarkTextEffectAreaDirty(TextEffect *te)
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{
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	/* Width and height of the text effect are doubled, so they are correct in both zoom out levels 1x and 2x. */
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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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TextEffectID AddTextEffect(StringID msg, int x, int y, uint16 duration, TextEffectMode mode)
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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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	TextEffectID i;
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	if (_game_mode == GM_MENU) return INVALID_TE_ID;
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	/* Look for a free spot in the text effect array */
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	for (i = 0; i < _num_text_effects; i++) {
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		if (_text_effect_list[i].string_id == INVALID_STRING_ID) break;
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	}
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	/* If there is none found, we grow the array */
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	if (i == _num_text_effects) {
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		_num_text_effects += 25;
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		_text_effect_list = ReallocT<TextEffect>(_text_effect_list, _num_text_effects);
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		for (; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
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		i = _num_text_effects - 1;
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	}
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	te = &_text_effect_list[i];
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	/* Start defining this object */
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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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	te->mode = mode;
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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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	return i;
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}
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void UpdateTextEffect(TextEffectID te_id, StringID msg)
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{
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	assert(te_id < _num_text_effects);
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	TextEffect *te;
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	/* Update details */
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	te = &_text_effect_list[te_id];
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	te->string_id = msg;
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	te->params_1 = GetDParam(0);
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	te->params_2 = GetDParam(4);
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	/* Update width of text effect */
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	char buffer[100];
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	GetString(buffer, msg, lastof(buffer));
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	int w = GetStringBoundingBox(buffer).width;
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	/* Only allow to make it broader, so it completely covers the old text. That avoids remnants of the old text. */
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	int right_new = te->x + w;
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	if (te->right < right_new) te->right = right_new;
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	MarkTextEffectAreaDirty(te);
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}
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void RemoveTextEffect(TextEffectID te_id)
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{
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	assert(te_id < _num_text_effects);
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	TextEffect *te;
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	te = &_text_effect_list[te_id];
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	MarkTextEffectAreaDirty(te);
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	te->string_id = INVALID_STRING_ID;
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}
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static void MoveTextEffect(TextEffect *te)
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{
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	/* Never expire for duration of 0xFFFF */
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	if (te->duration == 0xFFFF) return;
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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()
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{
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	for (TextEffectID i = 0; i < _num_text_effects; i++) {
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		TextEffect *te = &_text_effect_list[i];
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		if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
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	}
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}
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void InitTextEffects()
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{
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	if (_text_effect_list == NULL) _text_effect_list = MallocT<TextEffect>(_num_text_effects);
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	for (TextEffectID i = 0; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
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}
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void DrawTextEffects(DrawPixelInfo *dpi)
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{
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	switch (dpi->zoom) {
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		case ZOOM_LVL_NORMAL:
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			for (TextEffectID i = 0; i < _num_text_effects; i++) {
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				TextEffect *te = &_text_effect_list[i];
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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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					if (te->mode == TE_RISING || (_patches.loading_indicators && !IsTransparencySet(TO_LOADING))) {
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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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			}
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			break;
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		case ZOOM_LVL_OUT_2X:
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			for (TextEffectID i = 0; i < _num_text_effects; i++) {
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				TextEffect *te = &_text_effect_list[i];
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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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					if (te->mode == TE_RISING || (_patches.loading_indicators && !IsTransparencySet(TO_LOADING))) {
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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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			}
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			break;
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		case ZOOM_LVL_OUT_4X:
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		case ZOOM_LVL_OUT_8X:
 | 
						|
			break;
 | 
						|
 | 
						|
		default: NOT_REACHED();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** The table/list with animated tiles. */
 | 
						|
TileIndex *_animated_tile_list = NULL;
 | 
						|
/** The number of animated tiles in the current state. */
 | 
						|
uint _animated_tile_count = 0;
 | 
						|
/** The number of slots for animated tiles allocated currently. */
 | 
						|
static uint _animated_tile_allocated = 0;
 | 
						|
 | 
						|
/**
 | 
						|
 * Removes the given tile from the animated tile table.
 | 
						|
 * @param tile the tile to remove
 | 
						|
 */
 | 
						|
void DeleteAnimatedTile(TileIndex tile)
 | 
						|
{
 | 
						|
	for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
 | 
						|
		if (tile == *ti) {
 | 
						|
			/* Remove the hole
 | 
						|
			 * The order of the remaining elements must stay the same, otherwise the animation loop
 | 
						|
			 * may miss a tile; that's why we must use memmove instead of just moving the last element.
 | 
						|
			 */
 | 
						|
			memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
 | 
						|
			_animated_tile_count--;
 | 
						|
			MarkTileDirtyByTile(tile);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Add the given tile to the animated tile table (if it does not exist
 | 
						|
 * on that table yet). Also increases the size of the table if necessary.
 | 
						|
 * @param tile the tile to make animated
 | 
						|
 */
 | 
						|
void AddAnimatedTile(TileIndex tile)
 | 
						|
{
 | 
						|
	MarkTileDirtyByTile(tile);
 | 
						|
 | 
						|
	for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
 | 
						|
		if (tile == *ti) return;
 | 
						|
	}
 | 
						|
 | 
						|
	/* Table not large enough, so make it larger */
 | 
						|
	if (_animated_tile_count == _animated_tile_allocated) {
 | 
						|
		_animated_tile_allocated *= 2;
 | 
						|
		_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
 | 
						|
	}
 | 
						|
 | 
						|
	_animated_tile_list[_animated_tile_count] = tile;
 | 
						|
	_animated_tile_count++;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
 | 
						|
 */
 | 
						|
void AnimateAnimatedTiles()
 | 
						|
{
 | 
						|
	const TileIndex *ti = _animated_tile_list;
 | 
						|
	while (ti < _animated_tile_list + _animated_tile_count) {
 | 
						|
		const TileIndex curr = *ti;
 | 
						|
		AnimateTile(curr);
 | 
						|
		/* During the AnimateTile call, DeleteAnimatedTile could have been called,
 | 
						|
		 * deleting an element we've already processed and pushing the rest one
 | 
						|
		 * slot to the left. We can detect this by checking whether the index
 | 
						|
		 * in the current slot has changed - if it has, an element has been deleted,
 | 
						|
		 * and we should process the current slot again instead of going forward.
 | 
						|
		 * NOTE: this will still break if more than one animated tile is being
 | 
						|
		 *       deleted during the same AnimateTile call, but no code seems to
 | 
						|
		 *       be doing this anyway.
 | 
						|
		 */
 | 
						|
		if (*ti == curr) ++ti;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Initialize all animated tile variables to some known begin point
 | 
						|
 */
 | 
						|
void InitializeAnimatedTiles()
 | 
						|
{
 | 
						|
	_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
 | 
						|
	_animated_tile_count = 0;
 | 
						|
	_animated_tile_allocated = 256;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Save the ANIT chunk.
 | 
						|
 */
 | 
						|
static void Save_ANIT()
 | 
						|
{
 | 
						|
	SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
 | 
						|
	SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Load the ANIT chunk; the chunk containing the animated tiles.
 | 
						|
 */
 | 
						|
static void Load_ANIT()
 | 
						|
{
 | 
						|
	/* Before version 80 we did NOT have a variable length animated tile table */
 | 
						|
	if (CheckSavegameVersion(80)) {
 | 
						|
		/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
 | 
						|
		SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
 | 
						|
 | 
						|
		for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
 | 
						|
			if (_animated_tile_list[_animated_tile_count] == 0) break;
 | 
						|
		}
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	_animated_tile_count = SlGetFieldLength() / sizeof(*_animated_tile_list);
 | 
						|
 | 
						|
	/* Determine a nice rounded size for the amount of allocated tiles */
 | 
						|
	_animated_tile_allocated = 256;
 | 
						|
	while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
 | 
						|
 | 
						|
	_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
 | 
						|
	SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * "Definition" imported by the saveload code to be able to load and save
 | 
						|
 * the animated tile table.
 | 
						|
 */
 | 
						|
extern const ChunkHandler _animated_tile_chunk_handlers[] = {
 | 
						|
	{ 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
 | 
						|
};
 |