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(svn r17603) -Codechange: since now, towns are 'founded' instead of 'built'
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@ -37,7 +37,7 @@ CommandCallback CcCloneVehicle;
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CommandCallback CcPlaySound10;
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CommandCallback CcPlaceSign;
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CommandCallback CcTerraform;
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CommandCallback CcBuildTown;
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CommandCallback CcFoundTown;
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CommandCallback CcGiveMoney;
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/* rail_gui.cpp */
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@ -77,7 +77,7 @@ CommandCallback * const _callback_table[] = {
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/* 0x06 */ CcBuildLoco,
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/* 0x07 */ CcBuildRoadVeh,
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/* 0x08 */ CcBuildShip,
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/* 0x09 */ CcBuildTown,
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/* 0x09 */ CcFoundTown,
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/* 0x0A */ CcBuildRoadTunnel,
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/* 0x0B */ CcBuildRailTunnel,
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/* 0x0C */ CcBuildWagon,
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@ -146,7 +146,7 @@ DEF_COMMAND(CmdBuyShareInCompany);
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DEF_COMMAND(CmdSellShareInCompany);
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DEF_COMMAND(CmdBuyCompany);
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DEF_COMMAND(CmdBuildTown);
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DEF_COMMAND(CmdFoundTown);
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DEF_COMMAND(CmdRenameTown);
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DEF_COMMAND(CmdDoTownAction);
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@ -296,7 +296,7 @@ static const Command _command_proc_table[] = {
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{CmdSellShareInCompany, 0}, // CMD_SELL_SHARE_IN_COMPANY
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{CmdBuyCompany, 0}, // CMD_BUY_COMANY
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{CmdBuildTown, CMD_OFFLINE}, // CMD_BUILD_TOWN
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{CmdFoundTown, CMD_OFFLINE}, // CMD_FOUND_TOWN
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{CmdRenameTown, CMD_SERVER}, // CMD_RENAME_TOWN
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{CmdDoTownAction, 0}, // CMD_DO_TOWN_ACTION
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@ -242,7 +242,7 @@ enum {
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CMD_SELL_SHARE_IN_COMPANY, ///< sell a share from a company
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CMD_BUY_COMPANY, ///< buy a company which is bankrupt
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CMD_BUILD_TOWN, ///< build a town
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CMD_FOUND_TOWN, ///< found a town
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CMD_RENAME_TOWN, ///< rename a town
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CMD_DO_TOWN_ACTION, ///< do a action from the town detail window (like advertises or bribe)
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@ -80,7 +80,7 @@ extern const TextColour _fios_colours[];
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void ShowBuildBridgeWindow(TileIndex start, TileIndex end, TransportType transport_type, byte bridge_type);
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void ShowBuildIndustryWindow();
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void ShowBuildTownWindow();
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void ShowFoundTownWindow();
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void ShowMusicWindow();
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@ -343,7 +343,7 @@ public:
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this->HandleButtonClick(DPIW_FUND_WIDGET);
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if (Town::GetNumItems() == 0) {
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ShowErrorMessage(STR_ERROR_MUST_BUILD_TOWN_FIRST, STR_ERROR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
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ShowErrorMessage(STR_ERROR_MUST_FOUND_TOWN_FIRST, STR_ERROR_CAN_T_GENERATE_INDUSTRIES, 0, 0);
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} else {
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extern void GenerateIndustries();
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_generating_world = true;
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@ -378,7 +378,7 @@ public:
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/* Show error if no town exists at all */
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if (Town::GetNumItems() == 0) {
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SetDParam(0, indsp->name);
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ShowErrorMessage(STR_ERROR_MUST_BUILD_TOWN_FIRST, STR_ERROR_CAN_T_BUILD_HERE, pt.x, pt.y);
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ShowErrorMessage(STR_ERROR_MUST_FOUND_TOWN_FIRST, STR_ERROR_CAN_T_BUILD_HERE, pt.x, pt.y);
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return;
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}
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@ -2026,9 +2026,9 @@ STR_RESET_LANDSCAPE_CONFIRMATION_TEXT :{WHITE}Are you
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# Town generation window (SE)
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STR_FOUND_TOWN_CAPTION :{WHITE}Town Generation
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STR_FOUND_TOWN_NEW_TOWN_BUTTON :{BLACK}New Town
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STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Construct new town
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STR_FOUND_TOWN_NEW_TOWN_TOOLTIP :{BLACK}Found new town
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STR_FOUND_TOWN_RANDOM_TOWN_BUTTON :{BLACK}Random Town
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STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Build town in random location
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STR_FOUND_TOWN_RANDOM_TOWN_TOOLTIP :{BLACK}Found town in random location
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STR_FOUND_TOWN_MANY_RANDOM_TOWNS :{BLACK}Many random towns
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STR_FOUND_TOWN_RANDOM_TOWNS_TOOLTIP :{BLACK}Cover the map with randomly placed towns
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@ -3279,7 +3279,7 @@ STR_ERROR_PROTECTED :{WHITE}This com
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# Town related errors
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STR_ERROR_CAN_T_GENERATE_TOWN :{WHITE}Can't build any towns
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STR_ERROR_CAN_T_RENAME_TOWN :{WHITE}Can't rename town...
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STR_ERROR_CAN_T_BUILD_TOWN_HERE :{WHITE}Can't build town here...
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STR_ERROR_CAN_T_FOUND_TOWN_HERE :{WHITE}Can't found town here...
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STR_ERROR_TOO_CLOSE_TO_EDGE_OF_MAP_SUB :{WHITE}... too close to edge of map
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STR_ERROR_TOO_CLOSE_TO_ANOTHER_TOWN :{WHITE}... too close to another town
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STR_ERROR_TOO_MANY_TOWNS :{WHITE}... too many towns
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@ -3292,7 +3292,7 @@ STR_ERROR_CAN_T_GENERATE_INDUSTRIES :{WHITE}Can't ge
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STR_ERROR_CAN_T_BUILD_HERE :{WHITE}Can't build {STRING} here...
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STR_ERROR_CAN_T_CONSTRUCT_THIS_INDUSTRY :{WHITE}Can't construct this industry type here...
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STR_ERROR_INDUSTRY_TOO_CLOSE :{WHITE}... too close to another industry
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STR_ERROR_MUST_BUILD_TOWN_FIRST :{WHITE}... must build town first
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STR_ERROR_MUST_FOUND_TOWN_FIRST :{WHITE}... must found town first
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STR_ERROR_ONLY_ONE_ALLOWED_PER_TOWN :{WHITE}... only one allowed per town
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STR_ERROR_CAN_ONLY_BE_BUILT_IN_TOWNS_WITH_POPULATION_OF_1200 :{WHITE}... can only be built in towns with a population of at least 1200
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STR_ERROR_CAN_ONLY_BE_BUILT_IN_RAINFOREST :{WHITE}... can only be built in rainforest areas
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@ -827,7 +827,7 @@ static void ToolbarScenGenTown(Window *w)
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{
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w->HandleButtonClick(TBSE_TOWNGENERATE);
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SndPlayFx(SND_15_BEEP);
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ShowBuildTownWindow();
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ShowFoundTownWindow();
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}
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static void ToolbarScenGenIndustry(Window *w)
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@ -1596,7 +1596,7 @@ static CommandCost TownCanBePlacedHere(TileIndex tile)
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* @param text unused
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* @return the cost of this operation or an error
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*/
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CommandCost CmdBuildTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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CommandCost CmdFoundTown(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
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{
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/* Only in the scenario editor */
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if (_game_mode != GM_EDITOR) return CMD_ERROR;
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@ -840,7 +840,7 @@ void ShowTownDirectory()
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new TownDirectoryWindow(&_town_directory_desc);
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}
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void CcBuildTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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void CcFoundTown(bool success, TileIndex tile, uint32 p1, uint32 p2)
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{
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if (success) {
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SndPlayTileFx(SND_1F_SPLAT, tile);
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@ -1032,12 +1032,12 @@ public:
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{
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uint32 townnameparts;
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if (!GenerateTownName(&townnameparts)) {
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ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_BUILD_TOWN_HERE, 0, 0);
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ShowErrorMessage(STR_ERROR_TOO_MANY_TOWNS, STR_ERROR_CAN_T_FOUND_TOWN_HERE, 0, 0);
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return;
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}
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DoCommandP(tile, this->town_size | this->city << 2 | this->town_layout << 3, townnameparts,
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CMD_BUILD_TOWN | CMD_MSG(STR_ERROR_CAN_T_BUILD_TOWN_HERE), CcBuildTown);
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CMD_FOUND_TOWN | CMD_MSG(STR_ERROR_CAN_T_FOUND_TOWN_HERE), CcFoundTown);
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}
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virtual void OnPlaceObjectAbort()
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@ -1054,7 +1054,7 @@ static const WindowDesc _found_town_desc(
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NULL, _nested_found_town_widgets, lengthof(_nested_found_town_widgets)
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);
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void ShowBuildTownWindow()
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void ShowFoundTownWindow()
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{
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if (_game_mode != GM_EDITOR && !Company::IsValidID(_local_company)) return;
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AllocateWindowDescFront<FoundTownWindow>(&_found_town_desc, 0);
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