(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:
Darkvater
2005-05-12 00:18:30 +00:00
parent 921cc4e94a
commit c626555f68
9 changed files with 71 additions and 122 deletions

View File

@@ -176,8 +176,10 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
}
break;
case 14: /* Town names */
if (_game_mode == GM_MENU)
DoCommandP(0, e->dropdown.index, 0, NULL, CMD_SET_TOWN_NAME_TYPE | CMD_MSG(STR_EMPTY));
if (_game_mode == GM_MENU) {
_opt_ptr->town_name = e->dropdown.index;
InvalidateWindow(WC_GAME_OPTIONS, 0);
}
break;
case 17: /* Autosave options */
_opt_ptr->autosave = e->dropdown.index;
@@ -205,8 +207,16 @@ static void GameOptionsWndProc(Window *w, WindowEvent *e)
}
/** Change the side of the road vehicles drive on (server only).
* @param x,y unused
* @param p1 the side of the road; 0 = left side and 1 = right side
* @param p2 unused
*/
int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
/* Check boundaries and you can only change this if NO vehicles have been built yet */
if (p1 > 1 || RoadVehiclesAreBuilt()) return CMD_ERROR;
if (flags & DC_EXEC) {
_opt_ptr->road_side = p1;
InvalidateWindow(WC_GAME_OPTIONS,0);
@@ -214,16 +224,6 @@ int32 CmdSetRoadDriveSide(int x, int y, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
int32 CmdSetTownNameType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
if (flags & DC_EXEC) {
_opt_ptr->town_name = p1;
InvalidateWindow(WC_GAME_OPTIONS,0);
}
return 0;
}
static const Widget _game_options_widgets[] = {
{ WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW},
{ WWT_CAPTION, RESIZE_NONE, 14, 11, 369, 0, 13, STR_00B1_GAME_OPTIONS, STR_018C_WINDOW_TITLE_DRAG_THIS},
@@ -369,24 +369,24 @@ static GameOptions _opt_mod_temp;
static void GameDifficultyWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
case WE_PAINT: {
uint32 click_a, click_b, disabled;
int i;
int y, value;
w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked
case WE_CREATE: /* Setup disabled buttons when creating window */
// disable all other difficulty buttons during gameplay except for 'custom'
w->disabled_state = (_game_mode != GM_NORMAL) ? 0 : (1 << 3) | (1 << 4) | (1 << 5) | (1 << 6);
if (_game_mode == GM_EDITOR)
SETBIT(w->disabled_state, 7);
if (_game_mode == GM_EDITOR) SETBIT(w->disabled_state, 7);
if (_networking) {
SETBIT(w->disabled_state, 7); // disable highscore chart in multiplayer
if (!_network_server)
SETBIT(w->disabled_state, 10); // Disable save-button in multiplayer (and if client)
}
break;
case WE_PAINT: {
uint32 click_a, click_b, disabled;
int i;
int y, value;
w->click_state = (1 << 3) << _opt_mod_temp.diff_level; // have current difficulty button clicked
DrawWindowWidgets(w);
click_a = _difficulty_click_a;