248 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			248 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file signs.cpp Handling of signs. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "landscape.h"
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#include "player_func.h"
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#include "signs_base.h"
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#include "signs_func.h"
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#include "saveload.h"
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#include "command_func.h"
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#include "variables.h"
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#include "strings_func.h"
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#include "viewport_func.h"
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#include "tilehighlight_func.h"
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#include "zoom_func.h"
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#include "functions.h"
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#include "window_func.h"
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#include "map_func.h"
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#include "string_func.h"
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#include "oldpool_func.h"
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#include "table/strings.h"
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SignID _new_sign_id;
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/* Initialize the sign-pool */
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DEFINE_OLD_POOL_GENERIC(Sign, Sign)
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Sign::Sign(PlayerID owner)
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{
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	this->owner = owner;
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}
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Sign::~Sign()
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{
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	free(this->name);
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	this->owner = INVALID_PLAYER;
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}
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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->index);
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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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 * Marks the region of a sign as dirty.
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 *
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 * This function marks the sign in all viewports as dirty for repaint.
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 *
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 * @param si Pointer to the Sign
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 * @ingroup dirty
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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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 * 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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	/* Try to locate a new sign */
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	if (!Sign::CanAllocateItem()) 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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		Sign *si = new Sign(_current_player);
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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->x = x;
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		si->y = y;
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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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		InvalidateWindowData(WC_SIGN_LIST, 0, 0);
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		_new_sign_id = si->index;
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	}
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	return CommandCost();
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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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	if (!StrEmpty(_cmd_text)) {
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		if (strlen(_cmd_text) >= MAX_LENGTH_SIGN_NAME_BYTES) 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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			free(si->name);
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			/* Assign the new one */
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			si->name = strdup(_cmd_text);
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			si->owner = _current_player;
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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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			InvalidateWindowData(WC_SIGN_LIST, 0, 1);
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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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			MarkSignDirty(si);
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			delete si;
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			InvalidateWindowData(WC_SIGN_LIST, 0, 0);
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		}
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	}
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	return CommandCost();
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}
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/**
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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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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(GetSign(_new_sign_id));
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		ResetObjectToPlace();
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	}
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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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 *  sign-tool is selected
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 * @param tile on which to place the sign
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 */
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void PlaceProc_Sign(TileIndex 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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}
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/**
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 *
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 * Initialize the signs
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 *
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 */
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void InitializeSigns()
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{
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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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  SLE_CONDVAR(Sign, name,  SLE_NAME,                   0, 83),
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  SLE_CONDSTR(Sign, name,  SLE_STR, 0,                84, SL_MAX_VERSION),
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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 = new (index) Sign();
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		SlObject(si, _sign_desc);
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	}
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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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};
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