forked from mirror/OpenTTD
(svn r2298) - CodeChange: removed CmdAbuses: CmdSetTownNameType(), CmdStartNewGame(), CmdCreateScenario(), CmdSetNewLandscapeType() and CmdGenRandomNewGame().
- CodeChange: renamed CmdTrainGotoDepot() to CmdSendTrainToDepot() to be consistent with other depot commands. - CodeChange: 'newgame' console command now calls the unabused GenRandomNewGame(). For the server it still creates a new game, a client quits the game and continues in SP. - CodeChange: in the game-difficulty window, setup the disabled buttons on window creation, not every redraw.
This commit is contained in:
68
intro_gui.c
68
intro_gui.c
@@ -45,6 +45,14 @@ static const Widget _select_game_widgets[] = {
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extern void HandleOnEditText(WindowEvent *e);
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extern void HandleOnEditTextCancel(void);
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static inline void CreateScenario(void) {_switch_mode = SM_EDITOR;}
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static inline void SetNewLandscapeType(byte landscape)
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{
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_opt_newgame.landscape = landscape;
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InvalidateWindowClasses(WC_SELECT_GAME);
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}
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static void SelectGameWndProc(Window *w, WindowEvent *e)
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{
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/* We do +/- 6 for the map_xy because 64 is 2^6, but it is the lowest available element */
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@@ -64,13 +72,12 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
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case WE_CLICK:
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switch (e->click.widget) {
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case 2: DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break;
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case 2: AskForNewGameToStart(); break;
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case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
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case 4: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break;
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case 4: CreateScenario(); break;
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case 5: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
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case 6: case 7: case 8: case 9:
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// XXX: Useless usage of the CMD infrastructure?
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DoCommandP(0, e->click.widget - 6, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
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SetNewLandscapeType(e->click.widget - 6);
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break;
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case 10: case 11: /* Mapsize X */
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ShowDropDownMenu(w, mapsizes, _patches.map_x - 6, 11, 0, 0);
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@@ -122,50 +129,12 @@ void ShowSelectGameWindow(void)
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AllocateWindowDesc(&_select_game_desc);
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}
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// p1 = mode
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// 0 - start new game
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// 1 - close new game dialog
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int32 CmdStartNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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void GenRandomNewGame(uint32 rnd1, uint32 rnd2)
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{
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if (!(flags & DC_EXEC))
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return 0;
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switch(p1) {
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case 0: // show select game window
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AskForNewGameToStart();
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break;
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case 1: // close select game window
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DeleteWindowById(WC_SAVELOAD, 0);
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break;
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}
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return 0;
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}
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int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!(flags & DC_EXEC))
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return 0;
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// this forces stuff into test mode.
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_docommand_recursive = 0;
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_random_seeds[0][0] = p1;
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_random_seeds[0][1] = p2;
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_random_seeds[0][0] = rnd1;
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_random_seeds[0][1] = rnd2;
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SwitchMode(SM_NEWGAME);
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return 0;
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}
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int32 CmdCreateScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (!(flags & DC_EXEC))
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return 0;
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_switch_mode = SM_EDITOR;
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return 0;
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}
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int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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@@ -297,12 +266,3 @@ void AskExitToGameMenu(void)
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{
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AllocateWindowDescFront(&_ask_quit_game_desc, 0);
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}
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int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
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{
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if (flags & DC_EXEC) {
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_opt_newgame.landscape = p1;
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InvalidateWindowClasses(WC_SELECT_GAME);
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}
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return 0;
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}
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