src/signs.cpp
author celestar
Wed, 13 Jun 2007 11:17:30 +0000
branchgamebalance
changeset 9910 0b2aebc8283e
parent 9908 0fa543611bbe
child 9911 0b8b245a2391
permissions -rw-r--r--
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/* $Id$ */
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/** @file signs.cpp */
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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 "landscape.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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/**
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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 + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : NULL) si->index = start_item++;
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}
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/* Initialize the sign-pool */
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DEFINE_OLD_POOL(Sign, Sign, SignPoolNewBlock, NULL)
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/**
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 *
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 * Update the coordinate of one sign
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 * @param si Pointer to the 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()
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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()
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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 + 1U < GetSignPoolSize()) ? GetSign(si->index + 1U) : 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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/**
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 * Destroy a sign placed on the map
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 * @param si Pointer to the Sign to remove
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 */
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void DestroySign(Sign *si)
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{
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	DeleteName(si->str);
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}
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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 flags type of operation
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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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   134
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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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   149
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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 flags type of operation
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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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 * @return 0 if succesfull, otherwise CMD_ERROR
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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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ebd6a1395d03 (svn r2342) - Fix (Regression): _cmd_text is always valid, so test the first character for '\0'. Also for some reason I forgot to validate the p1 param so that might lead to crashes with invalid signes. Fixed as well.
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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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   178
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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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   192
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			MarkSignDirty(si);
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			DeleteSign(si);
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   195
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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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}
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   204
/**
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 * Callback function that is called after a sign is placed
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 * @param success of the operation
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 * @param tile unused
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 * @param p1 unused
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 * @param p2 unused
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 */
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   211
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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   216
	}
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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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   222
 *  sign-tool is selected
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   223
 * @param tile on which to place the sign
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   224
 */
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   225
void PlaceProc_Sign(TileIndex tile)
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{
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   227
	DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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}
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   230
/**
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 *
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 * Initialize the signs
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 *
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   234
 */
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   235
void InitializeSigns()
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   236
{
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   237
	CleanPool(&_Sign_pool);
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   238
	AddBlockToPool(&_Sign_pool);
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}
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   240
1881
023a134a4b12 (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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   241
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()
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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()
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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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extern const ChunkHandler _sign_chunk_handlers[] = {
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	{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
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};