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@ -13,24 +13,29 @@
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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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#include "misc/autoptr.hpp"
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SignID _new_sign_id;
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uint _total_signs;
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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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/* Initialize the sign-pool */
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DEFINE_OLD_POOL_GENERIC(Sign, Sign)
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Sign::Sign(StringID string)
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{
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Sign *si;
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this->str = string;
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}
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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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Sign::~Sign()
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{
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this->QuickFree();
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this->str = STR_NULL;
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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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void Sign::QuickFree()
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{
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DeleteName(this->str);
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}
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/**
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*
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@ -76,45 +81,6 @@ static void MarkSignDirty(Sign *si)
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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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@ -126,18 +92,16 @@ void DestroySign(Sign *si)
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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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Sign *si = new Sign(STR_280A_SIGN);
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if (si == NULL) return_cmd_error(STR_2808_TOO_MANY_SIGNS);
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AutoPtrT<Sign> s_auto_delete = si;
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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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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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@ -148,6 +112,7 @@ CommandCost CmdPlaceSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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_sign_sort_dirty = true;
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_new_sign_id = si->index;
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_total_signs++;
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s_auto_delete.Detach();
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}
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return CommandCost();
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@ -197,7 +162,7 @@ CommandCost CmdRenameSign(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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Sign *si = GetSign(p1);
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MarkSignDirty(si);
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DeleteSign(si);
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delete si;
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InvalidateWindow(WC_SIGN_LIST, 0);
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_sign_sort_dirty = true;
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@ -242,8 +207,8 @@ void PlaceProc_Sign(TileIndex tile)
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void InitializeSigns()
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{
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_total_signs = 0;
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CleanPool(&_Sign_pool);
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AddBlockToPool(&_Sign_pool);
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_Sign_pool.CleanPool();
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_Sign_pool.AddBlockToPool();
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}
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static const SaveLoad _sign_desc[] = {
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@ -282,12 +247,7 @@ static void Load_SIGN()
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_total_signs = 0;
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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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Sign *si = new (index) Sign();
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SlObject(si, _sign_desc);
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_total_signs++;
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