src/signs.cpp
author celestar
Tue, 19 Jun 2007 07:21:01 +0000
branchgamebalance
changeset 9913 e79cd19772dd
parent 9912 1ac8aac92385
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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	/* We use ZOOM_LVL_MAX here, as every viewport can have an other zoom,
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		*  and there is no way for us to know which is the biggest. So make the
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		*  biggest area dirty, and we are safe for sure. */
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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 + ScaleByZoom(si->sign.width_1 + 12, ZOOM_LVL_MAX),
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		si->sign.top  + ScaleByZoom(12, ZOOM_LVL_MAX));
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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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CommandCost 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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   137
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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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/** 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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CommandCost 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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   168
	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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   181
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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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   188
		} 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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   191
		}
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   192
	} else { // Delete sign
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   193
		if (flags & DC_EXEC) {
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			Sign *si = GetSign(p1);
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   195
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			MarkSignDirty(si);
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			DeleteSign(si);
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   198
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			InvalidateWindow(WC_SIGN_LIST, 0);
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			_sign_sort_dirty = true;
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   201
		}
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   202
	}
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   203
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	return 0;
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   205
}
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   206
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   207
/**
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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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   210
 * @param tile unused
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   211
 * @param p1 unused
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 * @param p2 unused
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 */
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   214
void CcPlaceSign(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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	if (success) {
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   217
		ShowRenameSignWindow(_new_sign);
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		ResetObjectToPlace();
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   219
	}
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}
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   221
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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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   225
 *  sign-tool is selected
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   226
 * @param tile on which to place the sign
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   227
 */
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   228
void PlaceProc_Sign(TileIndex tile)
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   229
{
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   230
	DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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   231
}
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   233
/**
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   234
 *
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 * Initialize the signs
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   236
 *
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   237
 */
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   238
void InitializeSigns()
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   239
{
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   240
	CleanPool(&_Sign_pool);
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   241
	AddBlockToPool(&_Sign_pool);
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   242
}
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1881
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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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bb8927cf4e1f (svn r6982) Use the pool macros for the Sign pool
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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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a566a645401f (svn r2079) -Add: signlist, shows all signs in the map. Clicking on them, and you go
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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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};