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authorDarkvater <Darkvater@openttd.org>2005-05-12 00:18:30 +0000
committerDarkvater <Darkvater@openttd.org>2005-05-12 00:18:30 +0000
commiteb4233e8e9e1e6f4b9ce4eb3a7182b1282985f26 (patch)
treed790be3fa8129c0c0146ef2a1e78c42a8d13bbf2 /intro_gui.c
parent562a32c3ee7b1c3ebf87968bd57163dada00d941 (diff)
downloadopenttd-eb4233e8e9e1e6f4b9ce4eb3a7182b1282985f26.tar.xz
(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.
Diffstat (limited to 'intro_gui.c')
-rw-r--r--intro_gui.c68
1 files changed, 14 insertions, 54 deletions
diff --git a/intro_gui.c b/intro_gui.c
index cfcc9fbac..07d26fcaa 100644
--- a/intro_gui.c
+++ b/intro_gui.c
@@ -45,6 +45,14 @@ static const Widget _select_game_widgets[] = {
extern void HandleOnEditText(WindowEvent *e);
extern void HandleOnEditTextCancel(void);
+static inline void CreateScenario(void) {_switch_mode = SM_EDITOR;}
+
+static inline void SetNewLandscapeType(byte landscape)
+{
+ _opt_newgame.landscape = landscape;
+ InvalidateWindowClasses(WC_SELECT_GAME);
+}
+
static void SelectGameWndProc(Window *w, WindowEvent *e)
{
/* We do +/- 6 for the map_xy because 64 is 2^6, but it is the lowest available element */
@@ -64,13 +72,12 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
case WE_CLICK:
switch (e->click.widget) {
- case 2: DoCommandP(0, 0, 0, NULL, CMD_START_NEW_GAME); break;
+ case 2: AskForNewGameToStart(); break;
case 3: ShowSaveLoadDialog(SLD_LOAD_GAME); break;
- case 4: DoCommandP(0, InteractiveRandom(), 0, NULL, CMD_CREATE_SCENARIO); break;
+ case 4: CreateScenario(); break;
case 5: ShowSaveLoadDialog(SLD_LOAD_SCENARIO); break;
case 6: case 7: case 8: case 9:
- // XXX: Useless usage of the CMD infrastructure?
- DoCommandP(0, e->click.widget - 6, 0, NULL, CMD_SET_NEW_LANDSCAPE_TYPE);
+ SetNewLandscapeType(e->click.widget - 6);
break;
case 10: case 11: /* Mapsize X */
ShowDropDownMenu(w, mapsizes, _patches.map_x - 6, 11, 0, 0);
@@ -122,50 +129,12 @@ void ShowSelectGameWindow(void)
AllocateWindowDesc(&_select_game_desc);
}
-
-// p1 = mode
-// 0 - start new game
-// 1 - close new game dialog
-
-int32 CmdStartNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
+void GenRandomNewGame(uint32 rnd1, uint32 rnd2)
{
- if (!(flags & DC_EXEC))
- return 0;
-
- switch(p1) {
- case 0: // show select game window
- AskForNewGameToStart();
- break;
- case 1: // close select game window
- DeleteWindowById(WC_SAVELOAD, 0);
- break;
- }
-
- return 0;
-}
-
-int32 CmdGenRandomNewGame(int x, int y, uint32 flags, uint32 p1, uint32 p2)
-{
- if (!(flags & DC_EXEC))
- return 0;
-
- // this forces stuff into test mode.
- _docommand_recursive = 0;
-
- _random_seeds[0][0] = p1;
- _random_seeds[0][1] = p2;
+ _random_seeds[0][0] = rnd1;
+ _random_seeds[0][1] = rnd2;
SwitchMode(SM_NEWGAME);
- return 0;
-}
-
-int32 CmdCreateScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
-{
- if (!(flags & DC_EXEC))
- return 0;
-
- _switch_mode = SM_EDITOR;
- return 0;
}
int32 CmdStartScenario(int x, int y, uint32 flags, uint32 p1, uint32 p2)
@@ -297,12 +266,3 @@ void AskExitToGameMenu(void)
{
AllocateWindowDescFront(&_ask_quit_game_desc, 0);
}
-
-int32 CmdSetNewLandscapeType(int x, int y, uint32 flags, uint32 p1, uint32 p2)
-{
- if (flags & DC_EXEC) {
- _opt_newgame.landscape = p1;
- InvalidateWindowClasses(WC_SELECT_GAME);
- }
- return 0;
-}