(svn r1667) - Feature: Signs are now shown in the color of the player who created them
(Note: The player information is currently not stored in savegames. Upon loading a game the signs will all be gray again)
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13
signs.c
13
signs.c
@@ -67,7 +67,7 @@ static SignStruct *AllocateSign(void)
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*
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* Place a sign at the given x/y
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*
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* @param p1 not used
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* @param p1 player number
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* @param p2 not used
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*/
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int32 CmdPlaceSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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@@ -84,6 +84,7 @@ int32 CmdPlaceSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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ss->str = STR_280A_SIGN;
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ss->x = x;
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ss->y = y;
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ss->owner = p1;
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ss->z = GetSlopeZ(x,y);
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UpdateSignVirtCoords(ss);
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MarkSignDirty(ss);
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@@ -97,15 +98,15 @@ int32 CmdPlaceSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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* Rename a sign
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*
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* @param sign_id Index of the sign
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* @param remove If 1, sign will be removed
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* @param new owner, if OWNER_NONE, sign will be removed
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*/
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int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 remove)
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int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 owner)
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{
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StringID str;
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SignStruct *ss;
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/* If GetDParam(0) == nothing, we delete the sign */
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if (GetDParam(0) != 0 && remove != 1) {
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if (GetDParam(0) != 0 && owner != OWNER_NONE) {
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/* Create the name */
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str = AllocateName((byte*)_decode_parameters, 0);
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if (str == 0)
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@@ -120,6 +121,7 @@ int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 remove)
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DeleteName(ss->str);
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/* Assign the new one */
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ss->str = str;
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ss->owner = owner;
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/* Update */
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UpdateSignVirtCoords(ss);
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@@ -165,7 +167,7 @@ void CcPlaceSign(bool success, uint tile, uint32 p1, uint32 p2)
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*/
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void PlaceProc_Sign(uint tile)
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{
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DoCommandP(tile, 0, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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DoCommandP(tile, _current_player, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
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}
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/**
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@@ -191,6 +193,7 @@ static const byte _sign_desc[] = {
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SLE_CONDVAR(SignStruct,y, SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
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SLE_CONDVAR(SignStruct,x, SLE_INT32, 5, 255),
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SLE_CONDVAR(SignStruct,y, SLE_INT32, 5, 255),
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// SLE_CONDVAR(SignStruct,owner, SLE_INT32, 6, 255), // TODO: uncomment this after the savegame bump to version 6.0
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SLE_VAR(SignStruct,z, SLE_UINT8),
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SLE_END()
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};
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