--- a/main_gui.c Tue May 02 14:00:26 2006 +0000
+++ b/main_gui.c Tue May 02 14:02:23 2006 +0000
@@ -1448,7 +1448,8 @@
static void PlaceProc_Town(TileIndex tile)
{
- DoCommandP(tile, 0, 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
+ Window *w = FindWindowById(WC_SCEN_TOWN_GEN, 0);
+ DoCommandP(tile, 1 + FIND_FIRST_BIT(w->click_state >> 7), 0, CcBuildTown, CMD_BUILD_TOWN | CMD_MSG(STR_0236_CAN_T_BUILD_TOWN_HERE));
}
@@ -1470,11 +1471,14 @@
{
switch (e->event) {
case WE_PAINT:
- w->click_state = (w->click_state & ~(1<<7 | 1<<8 | 1<<9) ) | (1 << (_new_town_size + 7));
DrawWindowWidgets(w);
DrawStringCentered(80, 56, STR_02A5_TOWN_SIZE, 0);
break;
+ case WE_CREATE:
+ w->click_state = 1 << 8; /* medium town size selected */
+ break;
+
case WE_CLICK:
switch (e->click.widget) {
case 4: /* new town */
@@ -1485,7 +1489,7 @@
HandleButtonClick(w, 5);
_generating_world = true;
- t = CreateRandomTown(20);
+ t = CreateRandomTown(20, 1 + FIND_FIRST_BIT(w->click_state >> 7));
_generating_world = false;
if (t == NULL) {
@@ -1500,18 +1504,13 @@
HandleButtonClick(w, 6);
_generating_world = true;
- _game_mode = GM_NORMAL; // little hack to avoid towns of the same size
- if (!GenerateTowns()) {
- ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
- }
+ if (!GenerateTowns()) ShowErrorMessage(STR_NO_SPACE_FOR_TOWN, STR_CANNOT_GENERATE_TOWN, 0, 0);
_generating_world = false;
-
- _game_mode = GM_EDITOR;
break;
}
case 7: case 8: case 9:
- _new_town_size = e->click.widget - 7;
+ w->click_state = 1 << e->click.widget;
SetWindowDirty(w);
break;
}
@@ -1524,7 +1523,7 @@
_place_proc(e->place.tile);
break;
case WE_ABORT_PLACE_OBJ:
- w->click_state = 0;
+ w->click_state &= (1 << 7 | 1 << 8 | 1 << 9);
SetWindowDirty(w);
break;
}
--- a/town.h Tue May 02 14:00:26 2006 +0000
+++ b/town.h Tue May 02 14:02:23 2006 +0000
@@ -83,7 +83,7 @@
void ShowTownViewWindow(uint town);
void DeleteTown(Town *t);
void ExpandTown(Town *t);
-Town *CreateRandomTown(uint attempts);
+Town *CreateRandomTown(uint attempts, uint size_mode);
enum {
ROAD_REMOVE = 0,
--- a/town_cmd.c Tue May 02 14:00:26 2006 +0000
+++ b/town_cmd.c Tue May 02 14:02:23 2006 +0000
@@ -920,7 +920,7 @@
t->max_mail = t->population >> 4;
}
-static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts)
+static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint size_mode)
{
int x, i;
@@ -968,9 +968,11 @@
UpdateTownVirtCoord(t);
_town_sort_dirty = true;
- x = (Random() & 0xF) + 8;
- if (_game_mode == GM_EDITOR)
- x = _new_town_size * 16 + 3;
+ if (size_mode == 0) {
+ x = (Random() & 0xF) + 8;
+ } else {
+ x = (size_mode - 1) * 16 + 3;
+ }
t->num_houses += x;
UpdateTownRadius(t);
@@ -1013,7 +1015,7 @@
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param x,y coordinates where town is built
- * @param p1 unused
+ * @param p1 size of the town (1 = small, 2 = medium, 3 = large)
* @param p2 unused
*/
int32 CmdBuildTown(int x, int y, uint32 flags, uint32 p1, uint32 p2)
@@ -1052,13 +1054,13 @@
// Create the town
if (flags & DC_EXEC) {
_generating_world = true;
- DoCreateTown(t, tile, townnameparts);
+ DoCreateTown(t, tile, townnameparts, p1);
_generating_world = false;
}
return 0;
}
-Town *CreateRandomTown(uint attempts)
+Town *CreateRandomTown(uint attempts, uint size_mode)
{
TileIndex tile;
TileInfo ti;
@@ -1089,7 +1091,7 @@
if (t == NULL)
break;
- DoCreateTown(t, tile, townnameparts);
+ DoCreateTown(t, tile, townnameparts, size_mode);
return t;
} while (--attempts);
return NULL;
@@ -1103,17 +1105,17 @@
uint n = ScaleByMapSize(_num_initial_towns[_opt.diff.number_towns] + (Random() & 7));
do {
- if (CreateRandomTown(20) != NULL) //try 20 times for the first loop
+ if (CreateRandomTown(20, 0) != NULL) //try 20 times to create a random-sized town for the first loop.
num++;
} while (--n);
// give it a last try, but now more aggressive
- if (num == 0 && CreateRandomTown(10000) == NULL) {
+ if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
Town *t;
FOR_ALL_TOWNS(t) { if (IsValidTown(t)) {num = 1; break;}}
//XXX can we handle that more gracefully?
- if (num == 0) error("Could not generate any town");
+ if (num == 0 && _game_mode != GM_EDITOR) error("Could not generate any town");
return false;
}
--- a/variables.h Tue May 02 14:00:26 2006 +0000
+++ b/variables.h Tue May 02 14:02:23 2006 +0000
@@ -292,7 +292,6 @@
VARDEF TileIndex _terraform_err_tile;
VARDEF TileIndex _build_tunnel_endtile;
VARDEF bool _generating_world;
-VARDEF int _new_town_size;
VARDEF uint _returned_refit_amount;
// Deals with the type of the savegame, independent of extension