signs.c
author truelight
Tue, 22 Aug 2006 18:15:17 +0000
changeset 4352 6703cd8d39e0
parent 4349 1016170ae0cb
child 4384 7e0d3ed719d9
permissions -rw-r--r--
(svn r6053) -Codechange: renamed all IsXXXIndex to IsValidXXXID
-Codechange: IsValidXXXID now also checks if XXX is really valid, not if the number is within range
Both changes again in preperation of the new mem-pool system, which requires this.
IsValidXXXID is not a bit less pretty, but that will be cleaned up after the new mem-pool system
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/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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#include "functions.h"
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#include "player.h"
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#include "signs.h"
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#include "saveload.h"
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#include "command.h"
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#include "variables.h"
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static Sign *_new_sign;
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enum {
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	/* Max signs: 64000 (4 * 16000) */
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	SIGN_POOL_BLOCK_SIZE_BITS = 2,       /* In bits, so (1 << 2) == 4 */
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	SIGN_POOL_MAX_BLOCKS      = 16000,
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};
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/**
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 * Called if a new block is added to the sign-pool
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 */
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static void SignPoolNewBlock(uint start_item)
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{
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	Sign *si;
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	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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	 * TODO - This is just a temporary stage, this will be removed. */
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	for (si = GetSign(start_item); si != NULL; si = (si->index + 1 < GetSignPoolSize()) ? GetSign(si->index + 1) : NULL) si->index = start_item++;
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}
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/* Initialize the sign-pool */
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MemoryPool _sign_pool = { "Signs", SIGN_POOL_MAX_BLOCKS, SIGN_POOL_BLOCK_SIZE_BITS, sizeof(Sign), &SignPoolNewBlock, NULL, 0, 0, NULL };
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/**
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 *
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 * Update the coordinate of one sign
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 *
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 */
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static void UpdateSignVirtCoords(Sign *si)
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{
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	Point pt = RemapCoords(si->x, si->y, si->z);
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	SetDParam(0, si->str);
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	UpdateViewportSignPos(&si->sign, pt.x, pt.y - 6, STR_2806);
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}
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/**
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 *
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 * Update the coordinates of all signs
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 *
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 */
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void UpdateAllSignVirtCoords(void)
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{
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	Sign *si;
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	FOR_ALL_SIGNS(si) UpdateSignVirtCoords(si);
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}
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/**
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 *
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 * Marks the region of a sign as dirty
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 *
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 * @param si Pointer to the Sign
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 */
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static void MarkSignDirty(Sign *si)
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{
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	MarkAllViewportsDirty(
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		si->sign.left - 6,
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		si->sign.top  - 3,
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		si->sign.left + si->sign.width_1 * 4 + 12,
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		si->sign.top  + 45);
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}
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/**
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 *
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 * Allocates a new sign
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 *
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 * @return The pointer to the new sign, or NULL if there is no more free space
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 */
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static Sign *AllocateSign(void)
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{
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	Sign *si;
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	/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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	 * TODO - This is just a temporary stage, this will be removed. */
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	for (si = GetSign(0); si != NULL; si = (si->index + 1 < GetSignPoolSize()) ? GetSign(si->index + 1) : NULL) {
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		if (!IsValidSign(si)) {
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			uint index = si->index;
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			memset(si, 0, sizeof(Sign));
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			si->index = index;
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			return si;
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		}
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	}
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	/* Check if we can add a block to the pool */
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	if (AddBlockToPool(&_sign_pool))
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		return AllocateSign();
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	return NULL;
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}
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/** Place a sign at the given coordinates. Ownership of sign has
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 * no effect whatsoever except for the colour the sign gets for easy recognition,
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 * but everybody is able to rename/remove it.
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 * @param tile tile to place sign at
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 * @param p1 unused
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 * @param p2 unused
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 */
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int32 CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	Sign *si;
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	/* Try to locate a new sign */
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	si = AllocateSign();
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	if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS);
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	/* When we execute, really make the sign */
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	if (flags & DC_EXEC) {
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		int x = TileX(tile) * TILE_SIZE;
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		int y = TileY(tile) * TILE_SIZE;
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   125
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		si->str = STR_280A_SIGN;
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		si->x = x;
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		si->y = y;
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		si->owner = _current_player; // owner of the sign; just eyecandy
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		si->z = GetSlopeZ(x,y);
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		UpdateSignVirtCoords(si);
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		MarkSignDirty(si);
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		InvalidateWindow(WC_SIGN_LIST, 0);
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		_sign_sort_dirty = true;
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		_new_sign = si;
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	}
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	return 0;
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}
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   140
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/** Rename a sign. If the new name of the sign is empty, we assume
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 * the user wanted to delete it. So delete it. Ownership of signs
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 * has no meaning/effect whatsoever except for eyecandy
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 * @param tile unused
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 * @param p1 index of the sign to be renamed/removed
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 * @param p2 unused
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 */
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int32 CmdRenameSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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	if (!IsValidSignID(p1)) return CMD_ERROR;
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	/* If _cmd_text 0 means the new text for the sign is non-empty.
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	 * So rename the sign. If it is empty, it has no name, so delete it */
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	if (_cmd_text[0] != '\0') {
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		/* Create the name */
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		StringID str = AllocateName(_cmd_text, 0);
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		if (str == 0) return CMD_ERROR;
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		if (flags & DC_EXEC) {
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			Sign *si = GetSign(p1);
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			/* Delete the old name */
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			DeleteName(si->str);
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			/* Assign the new one */
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			si->str = str;
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			si->owner = _current_player;
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			/* Update; mark sign dirty twice, because it can either becom longer, or shorter */
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			MarkSignDirty(si);
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			UpdateSignVirtCoords(si);
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			MarkSignDirty(si);
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			InvalidateWindow(WC_SIGN_LIST, 0);
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			_sign_sort_dirty = true;
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		} else {
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			/* Free the name, because we did not assign it yet */
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			DeleteName(str);
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		}
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	} else { /* Delete sign */
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		if (flags & DC_EXEC) {
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			Sign *si = GetSign(p1);
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			/* Delete the name */
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			DeleteName(si->str);
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			si->str = 0;
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			MarkSignDirty(si);
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			InvalidateWindow(WC_SIGN_LIST, 0);
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			_sign_sort_dirty = true;
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		}
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	}
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	return 0;
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   193
}
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/**
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 *
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 * Callback function that is called after a sign is placed
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 *
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 */
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void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	if (success) {
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		ShowRenameSignWindow(_new_sign);
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		ResetObjectToPlace();
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	}
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}
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/**
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 *
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 * PlaceProc function, called when someone pressed the button if the
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 *  sign-tool is selected
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   212
 *
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 */
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   214
void PlaceProc_Sign(TileIndex tile)
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{
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   216
	DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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   217
}
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/**
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 *
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 * Initialize the signs
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   222
 *
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 */
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   224
void InitializeSigns(void)
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{
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   226
	CleanPool(&_sign_pool);
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	AddBlockToPool(&_sign_pool);
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}
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   229
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435d39bd6ee0 (svn r2387) - CodeChange: made the saveload code more readable and also removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
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   230
static const SaveLoad _sign_desc[] = {
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      SLE_VAR(Sign, str,   SLE_UINT16),
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  SLE_CONDVAR(Sign, x,     SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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  SLE_CONDVAR(Sign, y,     SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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  SLE_CONDVAR(Sign, x,     SLE_INT32,                  5, SL_MAX_VERSION),
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  SLE_CONDVAR(Sign, y,     SLE_INT32,                  5, SL_MAX_VERSION),
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  SLE_CONDVAR(Sign, owner, SLE_UINT8,                  6, SL_MAX_VERSION),
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      SLE_VAR(Sign, z,     SLE_UINT8),
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	SLE_END()
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};
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/**
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 *
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 * Save all signs
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 *
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 */
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static void Save_SIGN(void)
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{
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	Sign *si;
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	FOR_ALL_SIGNS(si) {
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		SlSetArrayIndex(si->index);
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		SlObject(si, _sign_desc);
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	}
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}
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/**
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 *
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 * Load all signs
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 *
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 */
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static void Load_SIGN(void)
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{
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	int index;
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	while ((index = SlIterateArray()) != -1) {
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		Sign *si;
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		if (!AddBlockIfNeeded(&_sign_pool, index))
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			error("Signs: failed loading savegame: too many signs");
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		si = GetSign(index);
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		SlObject(si, _sign_desc);
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	}
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	_sign_sort_dirty = true;
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}
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const ChunkHandler _sign_chunk_handlers[] = {
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	{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
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};