(svn r23355) -Codechange: rename all AI* to Script* (Rubidium)
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@@ -17,7 +17,7 @@
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/**
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* Class that handles all sign related functions.
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*/
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class AISign : public AIObject {
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class ScriptSign : public ScriptObject {
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public:
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/**
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* All sign related error messages.
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@@ -25,7 +25,7 @@ public:
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enum ErrorMessages {
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/** Base for sign building related errors */
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ERR_SIGN_BASE = AIError::ERR_CAT_SIGN << AIError::ERR_CAT_BIT_SIZE,
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ERR_SIGN_BASE = ScriptError::ERR_CAT_SIGN << ScriptError::ERR_CAT_BIT_SIZE,
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/** Too many signs have been placed */
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ERR_SIGN_TOO_MANY_SIGNS, // [STR_ERROR_TOO_MANY_SIGNS]
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@@ -45,7 +45,7 @@ public:
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* @pre IsValidSign(sign_id).
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* @pre 'name' must have at least one character.
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* @pre 'name' must have at most 30 characters.
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* @exception AIError::ERR_NAME_IS_NOT_UNIQUE
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* @exception ScriptError::ERR_NAME_IS_NOT_UNIQUE
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* @return True if and only if the name was changed.
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*/
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static bool SetName(SignID sign_id, const char *name);
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@@ -70,10 +70,10 @@ public:
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* Builds a sign on the map.
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* @param location The place to build the sign.
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* @param text The text to place on the sign.
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* @pre AIMap::IsValidTile(location).
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* @pre ScriptMap::IsValidTile(location).
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* @pre 'text' must have at least one character.
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* @pre 'text' must have at most 30 characters.
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* @exception AISign::ERR_SIGN_TOO_MANY_SIGNS
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* @exception ScriptSign::ERR_SIGN_TOO_MANY_SIGNS
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* @return The SignID of the build sign (use IsValidSign() to check for validity).
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* In test-mode it returns 0 if successful, or any other value to indicate
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* failure.
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